Module Contents alltypes
      Module Contents abstract class A_nAABBTree : BoundingBox, IGraphNode
        Module Contents protected A_nAABBTree()
        A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        A_nAABBTree(parent: A_nAABBTree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun addChildrenRecursively(recursive: Boolean): Unit
        open fun addObject(object: IGraphNodeMember!): Unit
        open fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        protected open fun addToMembers(object: IGraphNodeMember!): Unit
        protected open fun addToOutside(object: IGraphNodeMember!): Unit
        protected open fun calculateChildSideLengths(): Unit
        open fun canMerge(): Boolean
        protected var CHILD_COUNT: Int
        open fun clear(): Unit
        open fun contains(boundingVolume: IBoundingVolume!): Boolean
        open fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
        protected abstract fun destroy(): Unit
        open fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
        protected open fun getAllMembersRecursively(shouldClear: Boolean): ArrayList<IGraphNodeMember!>!
        protected open fun getChildRegion(): Int
        open fun getObjectCount(): Int
        open fun getSceneMaxBound(): Vector3!
        open fun getSceneMinBound(): Vector3!
        protected open fun grow(): Unit
        protected open fun handleRecursiveUpdate(container: A_nAABBTree!, object: IGraphNodeMember!): Unit
        protected abstract fun init(): Unit
        protected open fun internalAddObject(object: IGraphNodeMember!): Unit
        open fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
        protected var mChildLengths: Vector3!
        protected var mChildRegion: Int
        protected var mChildren: Array<A_nAABBTree!>!
        protected open fun merge(): Unit
        protected var mGrowThreshold: Int
        protected var mMembers: MutableList<IGraphNodeMember!>!
        protected var mMergeThreshold: Int
        protected val mMMatrix: Matrix4!
        protected var mOutside: MutableList<IGraphNodeMember!>!
        protected var mOverlap: Int
        protected var mParent: A_nAABBTree!
        protected val mPosition: Vector3!
        protected var mRecursiveAdd: Boolean
        protected var mRecursiveRemove: Boolean
        protected var mShrinkThreshold: Int
        protected var mSplit: Boolean
        protected var mSplitThreshold: Int
        open fun rebuild(): Unit
        open fun removeChildrenRecursively(recursive: Boolean): Unit
        protected open fun removeFromMembers(object: IGraphNodeMember!): Unit
        open fun removeObject(object: IGraphNodeMember!): Unit
        open fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        protected open fun setBounds(member: IGraphNodeMember!): Unit
        protected open fun setBounds(child: Int): Unit
        protected open fun setChildRegion(region: Int, side_lengths: Vector3!): Unit
        open fun setGrowThreshold(threshold: Int): Unit
        open fun setMergeThreshold(threshold: Int): Unit
        open fun setShrinkThreshold(threshold: Int): Unit
        open fun setSplitThreshold(threshold: Int): Unit
        protected open fun shrink(): Unit
        protected open fun shrinkAddObject(object: IGraphNodeMember!): Unit
        protected open fun split(): Unit
        open fun toString(): String
        open fun updateObject(object: IGraphNodeMember!): Unit
      abstract class A_nAABBTree : BoundingBox, IGraphNode
        Module Contents protected A_nAABBTree()
        A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        A_nAABBTree(parent: A_nAABBTree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun addChildrenRecursively(recursive: Boolean): Unit
        open fun addObject(object: IGraphNodeMember!): Unit
        open fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        protected open fun addToMembers(object: IGraphNodeMember!): Unit
        protected open fun addToOutside(object: IGraphNodeMember!): Unit
        protected open fun calculateChildSideLengths(): Unit
        open fun canMerge(): Boolean
        protected var CHILD_COUNT: Int
        open fun clear(): Unit
        open fun contains(boundingVolume: IBoundingVolume!): Boolean
        open fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
        protected abstract fun destroy(): Unit
        open fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
        protected open fun getAllMembersRecursively(shouldClear: Boolean): ArrayList<IGraphNodeMember!>!
        protected open fun getChildRegion(): Int
        open fun getObjectCount(): Int
        open fun getSceneMaxBound(): Vector3!
        open fun getSceneMinBound(): Vector3!
        protected open fun grow(): Unit
        protected open fun handleRecursiveUpdate(container: A_nAABBTree!, object: IGraphNodeMember!): Unit
        protected abstract fun init(): Unit
        protected open fun internalAddObject(object: IGraphNodeMember!): Unit
        open fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
        protected var mChildLengths: Vector3!
        protected var mChildRegion: Int
        protected var mChildren: Array<A_nAABBTree!>!
        protected open fun merge(): Unit
        protected var mGrowThreshold: Int
        protected var mMembers: MutableList<IGraphNodeMember!>!
        protected var mMergeThreshold: Int
        protected val mMMatrix: Matrix4!
        protected var mOutside: MutableList<IGraphNodeMember!>!
        protected var mOverlap: Int
        protected var mParent: A_nAABBTree!
        protected val mPosition: Vector3!
        protected var mRecursiveAdd: Boolean
        protected var mRecursiveRemove: Boolean
        protected var mShrinkThreshold: Int
        protected var mSplit: Boolean
        protected var mSplitThreshold: Int
        open fun rebuild(): Unit
        open fun removeChildrenRecursively(recursive: Boolean): Unit
        protected open fun removeFromMembers(object: IGraphNodeMember!): Unit
        open fun removeObject(object: IGraphNodeMember!): Unit
        open fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        protected open fun setBounds(member: IGraphNodeMember!): Unit
        protected open fun setBounds(child: Int): Unit
        protected open fun setChildRegion(region: Int, side_lengths: Vector3!): Unit
        open fun setGrowThreshold(threshold: Int): Unit
        open fun setMergeThreshold(threshold: Int): Unit
        open fun setShrinkThreshold(threshold: Int): Unit
        open fun setSplitThreshold(threshold: Int): Unit
        protected open fun shrink(): Unit
        protected open fun shrinkAddObject(object: IGraphNodeMember!): Unit
        protected open fun split(): Unit
        open fun toString(): String
        open fun updateObject(object: IGraphNodeMember!): Unit
      abstract class AAnimationObject3D : Object3D
        Module Contents AAnimationObject3D()
        open fun addFrame(frame: IAnimationFrame!): Unit
        open fun getCurrentFrame(): Int
        open fun getFps(): Int
        open fun getFrame(index: Int): IAnimationFrame!
        open fun getNumFrames(): Int
        open fun isPlaying(): Boolean
        protected var mCurrentFrameIndex: Int
        protected var mCurrentFrameName: String!
        protected var mEndFrameIndex: Int
        protected var mFps: Int
        protected var mFrames: Stack<IAnimationFrame!>!
        protected var mInterpolation: Double
        protected var mIsPlaying: Boolean
        protected var mLoop: Boolean
        protected var mNumFrames: Int
        protected var mStartFrameIndex: Int
        protected var mStartTime: Long
        open fun pause(): Unit
        open fun play(): Unit
        open fun play(loop: Boolean): Unit
        open fun play(name: String!): Unit
        open fun play(name: String!, loop: Boolean): Unit
        open fun reload(): Unit
        open fun setCurrentFrame(frame: Int): Unit
        open fun setFps(fps: Int): Unit
        open fun setFrames(frames: Stack<IAnimationFrame!>!): Unit
        open fun setFrames(frames: Array<IAnimationFrame!>!): Unit
        open fun stop(): Unit
      abstract class AAnimationObject3D : Object3D
        Module Contents AAnimationObject3D()
        open fun addFrame(frame: IAnimationFrame!): Unit
        open fun getCurrentFrame(): Int
        open fun getFps(): Int
        open fun getFrame(index: Int): IAnimationFrame!
        open fun getNumFrames(): Int
        open fun isPlaying(): Boolean
        protected var mCurrentFrameIndex: Int
        protected var mCurrentFrameName: String!
        protected var mEndFrameIndex: Int
        protected var mFps: Int
        protected var mFrames: Stack<IAnimationFrame!>!
        protected var mInterpolation: Double
        protected var mIsPlaying: Boolean
        protected var mLoop: Boolean
        protected var mNumFrames: Int
        protected var mStartFrameIndex: Int
        protected var mStartTime: Long
        open fun pause(): Unit
        open fun play(): Unit
        open fun play(loop: Boolean): Unit
        open fun play(name: String!): Unit
        open fun play(name: String!, loop: Boolean): Unit
        open fun reload(): Unit
        open fun setCurrentFrame(frame: Int): Unit
        open fun setFps(fps: Int): Unit
        open fun setFrames(frames: Stack<IAnimationFrame!>!): Unit
        open fun setFrames(frames: Array<IAnimationFrame!>!): Unit
        open fun stop(): Unit
      abstract class ABaseObjectBlockParser : ABlockParser
        Module Contents ABaseObjectBlockParser()
        abstract fun getBaseObject3D(): Object3D!
      abstract class ABaseObjectBlockParser : ABlockParser
        Module Contents ABaseObjectBlockParser()
        abstract fun getBaseObject3D(): Object3D!
      abstract class ABlockLoader : LoaderAWD.IBlockParser
        Module Contents ABlockLoader()
        open fun getBaseObject3D(): Object3D!
        protected fun readProperties(dis: LittleEndianDataInputStream!): Unit
      abstract class ABlockLoader : LoaderAWD.IBlockParser
        Module Contents ABlockLoader()
        open fun getBaseObject3D(): Object3D!
        protected fun readProperties(dis: LittleEndianDataInputStream!): Unit
      abstract class ABlockParser : LoaderAWD.IBlockParser
        Module Contents ABlockParser()
        protected static val FLAG_BLOCK_PRECISION_COMPRESSION: Int
        protected static val FLAG_BLOCK_PRECISION_COMPRESSION_LZMA: Int
        protected static val FLAG_BLOCK_PRECISION_GEOMETRY: Int
        protected static val FLAG_BLOCK_PRECISION_MATRIX: Int
        protected static val FLAG_BLOCK_PRECISION_PROPERTIES: Int
        protected open static fun getDefaultCubeMapTexture(): ATexture!
        protected open static fun getDefaultMaterial(): Material!
        protected open static fun getDefaultTexture(): ATexture!
      abstract class ABlockParser : LoaderAWD.IBlockParser
        Module Contents ABlockParser()
        protected static val FLAG_BLOCK_PRECISION_COMPRESSION: Int
        protected static val FLAG_BLOCK_PRECISION_COMPRESSION_LZMA: Int
        protected static val FLAG_BLOCK_PRECISION_GEOMETRY: Int
        protected static val FLAG_BLOCK_PRECISION_MATRIX: Int
        protected static val FLAG_BLOCK_PRECISION_PROPERTIES: Int
        protected open static fun getDefaultCubeMapTexture(): ATexture!
        protected open static fun getDefaultMaterial(): Material!
        protected open static fun getDefaultTexture(): ATexture!
      abstract class ACompressedTexture : ATexture
        Module Contents protected ACompressedTexture()
        ACompressedTexture(other: ACompressedTexture!)
        ACompressedTexture(textureName: String!)
        ACompressedTexture(textureName: String!, byteBuffer: ByteBuffer!)
        ACompressedTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        protected open fun add(): Unit
        class CompressionType
          Module Contents ATC
          DXT1
          ETC1
          ETC2
          NONE
          PALETTED
          PVRTC
          THREEDC
        open fun getByteBuffers(): Array<ByteBuffer!>!
        open fun getCompressionFormat(): Int
        open fun getCompressionType(): ACompressedTexture.CompressionType!
        protected var mByteBuffers: Array<ByteBuffer!>!
        protected var mCompressionFormat: Int
        protected var mCompressionType: ACompressedTexture.CompressionType!
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer!): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer!>!): Unit
        open fun setCompressionFormat(compressionFormat: Int): Unit
        open fun setCompressionType(compressionType: ACompressedTexture.CompressionType!): Unit
        open fun setFrom(other: ACompressedTexture!): Unit
      abstract class ACompressedTexture : ATexture
        Module Contents protected ACompressedTexture()
        ACompressedTexture(other: ACompressedTexture!)
        ACompressedTexture(textureName: String!)
        ACompressedTexture(textureName: String!, byteBuffer: ByteBuffer!)
        ACompressedTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        protected open fun add(): Unit
        class CompressionType
          Module Contents ATC
          DXT1
          ETC1
          ETC2
          NONE
          PALETTED
          PVRTC
          THREEDC
        open fun getByteBuffers(): Array<ByteBuffer!>!
        open fun getCompressionFormat(): Int
        open fun getCompressionType(): ACompressedTexture.CompressionType!
        protected var mByteBuffers: Array<ByteBuffer!>!
        protected var mCompressionFormat: Int
        protected var mCompressionType: ACompressedTexture.CompressionType!
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer!): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer!>!): Unit
        open fun setCompressionFormat(compressionFormat: Int): Unit
        open fun setCompressionType(compressionType: ACompressedTexture.CompressionType!): Unit
        open fun setFrom(other: ACompressedTexture!): Unit
      abstract class AExportableBlockParser : ABaseObjectBlockParser
        Module Contents AExportableBlockParser()
      abstract class AExportableBlockParser : ABaseObjectBlockParser
        Module Contents AExportableBlockParser()
      abstract class AFrameTask : Runnable
        Module Contents AFrameTask()
        protected abstract fun doTask(): Unit
        open fun run(): Unit
      abstract class AFrameTask : Runnable
        Module Contents AFrameTask()
        protected abstract fun doTask(): Unit
        open fun run(): Unit
      abstract class ALight : ATransformable3D
        Module Contents ALight(lightType: Int)
        static val DIRECTIONAL_LIGHT: Int
        open fun getColor(): FloatArray!
        open fun getLightType(): Int
        open fun getPositionArray(): DoubleArray!
        open fun getPower(): Float
        protected val mColor: FloatArray!
        protected val mDirectionArray: DoubleArray!
        protected val mPositionArray: DoubleArray!
        protected var mPower: Float
        protected var mUseObjectTransform: Boolean
        static val POINT_LIGHT: Int
        open fun setColor(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3!): Unit
        open fun setLightType(lightType: Int): Unit
        open fun setPower(power: Float): Unit
        open fun shouldUseObjectTransform(): Boolean
        open fun shouldUseObjectTransform(useObjectTransform: Boolean): Unit
        static val SPOT_LIGHT: Int
      abstract class ALight : ATransformable3D
        Module Contents ALight(lightType: Int)
        static val DIRECTIONAL_LIGHT: Int
        open fun getColor(): FloatArray!
        open fun getLightType(): Int
        open fun getPositionArray(): DoubleArray!
        open fun getPower(): Float
        protected val mColor: FloatArray!
        protected val mDirectionArray: DoubleArray!
        protected val mPositionArray: DoubleArray!
        protected var mPower: Float
        protected var mUseObjectTransform: Boolean
        static val POINT_LIGHT: Int
        open fun setColor(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3!): Unit
        open fun setLightType(lightType: Int): Unit
        open fun setPower(power: Float): Unit
        open fun shouldUseObjectTransform(): Boolean
        open fun shouldUseObjectTransform(useObjectTransform: Boolean): Unit
        static val SPOT_LIGHT: Int
      abstract class ALoader : ILoader
        Module Contents ALoader(file: File!)
        ALoader(fileOnSDCard: String!)
        ALoader(renderer: Renderer!, fileOnSDCard: String!)
        ALoader(renderer: Renderer!, resourceId: Int)
        ALoader(resources: Resources!, resourceId: Int)
        ALoader(renderer: Renderer!, file: File!)
        protected open fun getBufferedInputStream(): BufferedInputStream!
        protected open fun getBufferedInputStream(size: Int): BufferedInputStream!
        protected open fun getBufferedReader(): BufferedReader!
        protected open fun getBufferedReader(size: Int): BufferedReader!
        protected open fun getFileNameWithoutExtension(fileName: String!): String!
        protected open fun getLittleEndianInputStream(): LittleEndianDataInputStream!
        protected open fun getLittleEndianInputStream(size: Int): LittleEndianDataInputStream!
        protected open fun getOnlyFileName(fileName: String!): String!
        open fun getTag(): Int
        protected var mFile: File!
        protected var mFileOnSDCard: String!
        protected var mResourceId: Int
        protected var mResources: Resources!
        protected var mTag: Int
        open fun parse(): ILoader!
        protected open fun readFloat(stream: InputStream!): Float
        protected open fun readInt(stream: InputStream!): Int
        protected open fun readShort(stream: InputStream!): Int
        protected open fun readString(stream: InputStream!): String!
        open fun setTag(tag: Int): Unit
      abstract class ALoader : ILoader
        Module Contents ALoader(file: File!)
        ALoader(fileOnSDCard: String!)
        ALoader(renderer: Renderer!, fileOnSDCard: String!)
        ALoader(renderer: Renderer!, resourceId: Int)
        ALoader(resources: Resources!, resourceId: Int)
        ALoader(renderer: Renderer!, file: File!)
        protected open fun getBufferedInputStream(): BufferedInputStream!
        protected open fun getBufferedInputStream(size: Int): BufferedInputStream!
        protected open fun getBufferedReader(): BufferedReader!
        protected open fun getBufferedReader(size: Int): BufferedReader!
        protected open fun getFileNameWithoutExtension(fileName: String!): String!
        protected open fun getLittleEndianInputStream(): LittleEndianDataInputStream!
        protected open fun getLittleEndianInputStream(size: Int): LittleEndianDataInputStream!
        protected open fun getOnlyFileName(fileName: String!): String!
        open fun getTag(): Int
        protected var mFile: File!
        protected var mFileOnSDCard: String!
        protected var mResourceId: Int
        protected var mResources: Resources!
        protected var mTag: Int
        open fun parse(): ILoader!
        protected open fun readFloat(stream: InputStream!): Float
        protected open fun readInt(stream: InputStream!): Int
        protected open fun readShort(stream: InputStream!): Int
        protected open fun readString(stream: InputStream!): String!
        open fun setTag(tag: Int): Unit
      open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents AlphaMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents AlphaMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class AlphaMapTexture : ASingleTexture
        Module Contents AlphaMapTexture(other: AlphaMapTexture!)
        AlphaMapTexture(textureName: String!)
        AlphaMapTexture(textureName: String!, resourceId: Int)
        AlphaMapTexture(textureName: String!, bitmap: Bitmap!)
        AlphaMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): AlphaMapTexture!
        open fun getAlphaMaskingThreshold(): Float
        open fun setAlphaMaskingThreshold(threshold: Float): Unit
      open class AlphaMapTexture : ASingleTexture
        Module Contents AlphaMapTexture(other: AlphaMapTexture!)
        AlphaMapTexture(textureName: String!)
        AlphaMapTexture(textureName: String!, resourceId: Int)
        AlphaMapTexture(textureName: String!, bitmap: Bitmap!)
        AlphaMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): AlphaMapTexture!
        open fun getAlphaMaskingThreshold(): Float
        open fun setAlphaMaskingThreshold(threshold: Float): Unit
      open class AlphaMaskMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaskMaterialPlugin(alphaThreshold: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class AlphaMaskMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaskMaterialPlugin(alphaThreshold: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class AlphaMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setAlpha(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class AlphaMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setAlpha(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      abstract class AMeshLoader : ALoader, IMeshLoader
        Module Contents AMeshLoader(file: File!)
        AMeshLoader(fileOnSDCard: String!)
        AMeshLoader(renderer: Renderer!, fileOnSDCard: String!)
        AMeshLoader(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        AMeshLoader(renderer: Renderer!, file: File!)
        open fun getParsedObject(): Object3D!
        protected open class MaterialDef
          Module Contents protected MaterialDef()
          var alpha: Float
          var alphaTexture: String!
          var ambientColor: Int
          var ambientTexture: String!
          var bumpTexture: String!
          var diffuseColor: Int
          var diffuseTexture: String!
          var name: String!
          var specularCoefficient: Float
          var specularColor: Int
          var specularColorTexture: String!
          var specularHighlightTexture: String!
        protected var mRootObject: Object3D!
        protected var mTextureManager: TextureManager!
        open fun parse(): AMeshLoader!
      abstract class AMeshLoader : ALoader, IMeshLoader
        Module Contents AMeshLoader(file: File!)
        AMeshLoader(fileOnSDCard: String!)
        AMeshLoader(renderer: Renderer!, fileOnSDCard: String!)
        AMeshLoader(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        AMeshLoader(renderer: Renderer!, file: File!)
        open fun getParsedObject(): Object3D!
        protected open class MaterialDef
          Module Contents protected MaterialDef()
          var alpha: Float
          var alphaTexture: String!
          var ambientColor: Int
          var ambientTexture: String!
          var bumpTexture: String!
          var diffuseColor: Int
          var diffuseTexture: String!
          var name: String!
          var specularCoefficient: Float
          var specularColor: Int
          var specularColorTexture: String!
          var specularHighlightTexture: String!
        protected var mRootObject: Object3D!
        protected var mTextureManager: TextureManager!
        open fun parse(): AMeshLoader!
      abstract class AMultiTexture : ATexture
        Module Contents protected AMultiTexture()
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, resourceIds: IntArray!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, bitmaps: Array<Bitmap!>!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, compressedTextures: Array<ACompressedTexture!>!)
        AMultiTexture(other: ATexture!)
        open fun getBitmaps(): Array<Bitmap!>!
        open fun getByteBuffers(): Array<ByteBuffer!>!
        open fun getCompressedTextures(): Array<ACompressedTexture!>!
        open fun getResourceIds(): IntArray!
        protected var mBitmaps: Array<Bitmap!>!
        protected var mByteBuffers: Array<ByteBuffer!>!
        protected var mCompressedTextures: Array<ACompressedTexture!>!
        protected var mResourceIds: IntArray!
        protected open fun reset(): Unit
        open fun setBitmaps(bitmaps: Array<Bitmap!>!): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer!>!): Unit
        open fun setCompressedTextures(compressedTextures: Array<ACompressedTexture!>!): Unit
        open fun setFrom(other: AMultiTexture!): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      abstract class AMultiTexture : ATexture
        Module Contents protected AMultiTexture()
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, resourceIds: IntArray!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, bitmaps: Array<Bitmap!>!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, compressedTextures: Array<ACompressedTexture!>!)
        AMultiTexture(other: ATexture!)
        open fun getBitmaps(): Array<Bitmap!>!
        open fun getByteBuffers(): Array<ByteBuffer!>!
        open fun getCompressedTextures(): Array<ACompressedTexture!>!
        open fun getResourceIds(): IntArray!
        protected var mBitmaps: Array<Bitmap!>!
        protected var mByteBuffers: Array<ByteBuffer!>!
        protected var mCompressedTextures: Array<ACompressedTexture!>!
        protected var mResourceIds: IntArray!
        protected open fun reset(): Unit
        open fun setBitmaps(bitmaps: Array<Bitmap!>!): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer!>!): Unit
        open fun setCompressedTextures(compressedTextures: Array<ACompressedTexture!>!): Unit
        open fun setFrom(other: AMultiTexture!): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      open class AnimatedGIFTexture : ASingleTexture
        Module Contents AnimatedGIFTexture(name: String!, resourceId: Int)
        AnimatedGIFTexture(name: String!, resourceId: Int, textureSize: Int)
        AnimatedGIFTexture(other: AnimatedGIFTexture!)
        open fun clone(): AnimatedGIFTexture!
        open fun getCanvas(): Canvas!
        open fun getHeight(): Int
        open fun getMovie(): Movie!
        open fun getResourceId(): Int
        open fun getTextureSize(): Int
        open fun getWidth(): Int
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun rewind(): Unit
        open fun setFrom(other: AnimatedGIFTexture!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun update(): Unit
      open class AnimatedGIFTexture : ASingleTexture
        Module Contents AnimatedGIFTexture(name: String!, resourceId: Int)
        AnimatedGIFTexture(name: String!, resourceId: Int, textureSize: Int)
        AnimatedGIFTexture(other: AnimatedGIFTexture!)
        open fun clone(): AnimatedGIFTexture!
        open fun getCanvas(): Canvas!
        open fun getHeight(): Int
        open fun getMovie(): Movie!
        open fun getResourceId(): Int
        open fun getTextureSize(): Int
        open fun getWidth(): Int
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun rewind(): Unit
        open fun setFrom(other: AnimatedGIFTexture!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun update(): Unit
      abstract class Animation : Playable
        Module Contents Animation()
        protected abstract fun applyTransformation(): Unit
        class Direction
          Module Contents forwards
          reverse
        protected open fun eventEnd(): Unit
        protected open fun eventRepeat(): Unit
        protected open fun eventStart(): Unit
        protected open fun eventUpdate(interpolatedTime: Double): Unit
        open fun getDelayDelta(): Double
        open fun getDelayMilliseconds(): Long
        open fun getDurationDelta(): Double
        open fun getDurationMilliseconds(): Long
        open fun getInterpolatedTime(): Double
        open fun getInterpolator(): Interpolator!
        open fun getRepeatMode(): Animation.RepeatMode!
        open fun isFirstStart(): Boolean
        protected val mAnimationListeners: MutableList<IAnimationListener!>!
        protected var mDelay: Double
        protected var mDelayCount: Double
        protected var mDuration: Double
        protected var mElapsedTime: Double
        protected var mInterpolatedTime: Double
        protected var mInterpolator: Interpolator!
        protected var mIsReversing: Boolean
        protected var mIsStarted: Boolean
        protected var mNumRepeat: Int
        protected var mRepeatCount: Int
        protected var mRepeatMode: Animation.RepeatMode!
        protected var mStartTime: Double
        open fun play(direction: Animation.Direction!): Unit
        open fun registerListener(animationListener: IAnimationListener!): Boolean
        class RepeatMode
          Module Contents INFINITE
          NONE
          RESTART
          REVERSE
          REVERSE_INFINITE
        open fun reset(): Unit
        open fun setDelayDelta(delay: Double): Unit
        open fun setDelayMilliseconds(delay: Long): Unit
        open fun setDurationDelta(duration: Double): Unit
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setInterpolator(interpolator: Interpolator!): Unit
        open fun setRepeatCount(repeatCount: Int): Unit
        open fun setRepeatMode(repeatMode: Animation.RepeatMode!): Unit
        open fun setStartTime(startTime: Double): Unit
        open fun setStartTime(startTime: Long): Unit
        open fun toggleDirection(): Unit
        open fun unregisterListener(animationListener: IAnimationListener!): Boolean
        open fun update(deltaTime: Double): Unit
      abstract class Animation : Playable
        Module Contents Animation()
        protected abstract fun applyTransformation(): Unit
        class Direction
          Module Contents forwards
          reverse
        protected open fun eventEnd(): Unit
        protected open fun eventRepeat(): Unit
        protected open fun eventStart(): Unit
        protected open fun eventUpdate(interpolatedTime: Double): Unit
        open fun getDelayDelta(): Double
        open fun getDelayMilliseconds(): Long
        open fun getDurationDelta(): Double
        open fun getDurationMilliseconds(): Long
        open fun getInterpolatedTime(): Double
        open fun getInterpolator(): Interpolator!
        open fun getRepeatMode(): Animation.RepeatMode!
        open fun isFirstStart(): Boolean
        protected val mAnimationListeners: MutableList<IAnimationListener!>!
        protected var mDelay: Double
        protected var mDelayCount: Double
        protected var mDuration: Double
        protected var mElapsedTime: Double
        protected var mInterpolatedTime: Double
        protected var mInterpolator: Interpolator!
        protected var mIsReversing: Boolean
        protected var mIsStarted: Boolean
        protected var mNumRepeat: Int
        protected var mRepeatCount: Int
        protected var mRepeatMode: Animation.RepeatMode!
        protected var mStartTime: Double
        open fun play(direction: Animation.Direction!): Unit
        open fun registerListener(animationListener: IAnimationListener!): Boolean
        class RepeatMode
          Module Contents INFINITE
          NONE
          RESTART
          REVERSE
          REVERSE_INFINITE
        open fun reset(): Unit
        open fun setDelayDelta(delay: Double): Unit
        open fun setDelayMilliseconds(delay: Long): Unit
        open fun setDurationDelta(duration: Double): Unit
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setInterpolator(interpolator: Interpolator!): Unit
        open fun setRepeatCount(repeatCount: Int): Unit
        open fun setRepeatMode(repeatMode: Animation.RepeatMode!): Unit
        open fun setStartTime(startTime: Double): Unit
        open fun setStartTime(startTime: Long): Unit
        open fun toggleDirection(): Unit
        open fun unregisterListener(animationListener: IAnimationListener!): Boolean
        open fun update(deltaTime: Double): Unit
      abstract class Animation3D : Animation
        Module Contents Animation3D()
        open fun getTransformable3D(): ATransformable3D!
        protected var mTransformable3D: ATransformable3D!
        open fun play(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      abstract class Animation3D : Animation
        Module Contents Animation3D()
        open fun getTransformable3D(): ATransformable3D!
        protected var mTransformable3D: ATransformable3D!
        open fun play(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class AnimationGroup : Animation
        Module Contents AnimationGroup()
        open fun addAnimation(animation: Animation!): Unit
        protected open fun applyTransformation(): Unit
        protected val mAnimations: MutableList<Animation!>!
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        protected open fun reverseAll(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationGroup : Animation
        Module Contents AnimationGroup()
        open fun addAnimation(animation: Animation!): Unit
        protected open fun applyTransformation(): Unit
        protected val mAnimations: MutableList<Animation!>!
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        protected open fun reverseAll(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationQueue : AnimationGroup
        Module Contents AnimationQueue()
        protected var mCurrentAnimation: Int
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationQueue : AnimationGroup
        Module Contents AnimationQueue()
        protected var mCurrentAnimation: Int
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      abstract class AObjectCamera : Camera
        Module Contents AObjectCamera()
        AObjectCamera(cameraOffset: Vector3!)
        AObjectCamera(cameraOffset: Vector3!, linkedObject: Object3D!)
        open fun getCameraOffset(): Vector3!
        open fun getLinkedObject(): Object3D!
        protected val mCameraOffset: Vector3!
        protected var mLinkedObject: Object3D!
        open fun setCameraOffset(offset: Vector3!): Unit
        open fun setLinkedObject(object: Object3D!): Unit
      abstract class AObjectCamera : Camera
        Module Contents AObjectCamera()
        AObjectCamera(cameraOffset: Vector3!)
        AObjectCamera(cameraOffset: Vector3!, linkedObject: Object3D!)
        open fun getCameraOffset(): Vector3!
        open fun getLinkedObject(): Object3D!
        protected val mCameraOffset: Vector3!
        protected var mLinkedObject: Object3D!
        open fun setCameraOffset(offset: Vector3!): Unit
        open fun setLinkedObject(object: Object3D!): Unit
      abstract class APass : IPass
        Module Contents APass()
        open fun getHeight(): Int
        open fun getPassType(): IPass.PassType!
        open fun getRenderToScreen(): Boolean
        open fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        open fun getWidth(): Int
        open fun isClear(): Boolean
        open fun isEnabled(): Boolean
        protected var mClear: Boolean
        protected var mEnabled: Boolean
        protected var mHeight: Int
        protected var mMaterial: Material!
        protected var mNeedsSwap: Boolean
        protected var mPassType: IPass.PassType!
        protected var mRenderToScreen: Boolean
        protected var mWidth: Int
        open fun needsSwap(): Boolean
        abstract fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setHeight(height: Int): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setWidth(width: Int): Unit
      abstract class APass : IPass
        Module Contents APass()
        open fun getHeight(): Int
        open fun getPassType(): IPass.PassType!
        open fun getRenderToScreen(): Boolean
        open fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        open fun getWidth(): Int
        open fun isClear(): Boolean
        open fun isEnabled(): Boolean
        protected var mClear: Boolean
        protected var mEnabled: Boolean
        protected var mHeight: Int
        protected var mMaterial: Material!
        protected var mNeedsSwap: Boolean
        protected var mPassType: IPass.PassType!
        protected var mRenderToScreen: Boolean
        protected var mWidth: Int
        open fun needsSwap(): Boolean
        abstract fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setHeight(height: Int): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setWidth(width: Int): Unit
      abstract class APostProcessingEffect : IPostProcessingEffect
        Module Contents APostProcessingEffect()
        open fun addPass(pass: IPass!): IPass!
        open fun getPasses(): MutableList<IPass!>!
        open fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        open fun isEnabled(): Boolean
        protected var mEnabled: Boolean
        protected var mPasses: MutableList<IPass!>!
        protected var mRenderer: Renderer!
        open fun removeAllPasses(): Unit
        open fun removePass(pass: IPass!): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
      abstract class APostProcessingEffect : IPostProcessingEffect
        Module Contents APostProcessingEffect()
        open fun addPass(pass: IPass!): IPass!
        open fun getPasses(): MutableList<IPass!>!
        open fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        open fun isEnabled(): Boolean
        protected var mEnabled: Boolean
        protected var mPasses: MutableList<IPass!>!
        protected var mRenderer: Renderer!
        open fun removeAllPasses(): Unit
        open fun removePass(pass: IPass!): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
      open class ArcballCamera : Camera
        Module Contents ArcballCamera(context: Context!, view: View!)
        ArcballCamera(context: Context!, view: View!, target: Object3D!)
        protected open fun applyRotation(): Unit
        open fun getScreenMappingRatio(): Float
        open fun getTarget(): Object3D!
        open fun getViewMatrix(): Matrix4!
        protected open fun mapToSphere(x: Float, y: Float, out: Vector3!): Unit
        protected var mCameraStartPos: Vector3!
        protected var mCurrentOrientation: Quaternion!
        protected var mCurrScreenCoord: Vector2!
        protected var mCurrSphereCoord: Vector3!
        protected var mEmpty: Object3D!
        protected var mIsRotating: Boolean
        protected var mPrevScreenCoord: Vector2!
        protected var mPrevSphereCoord: Vector3!
        protected var mStartOrientation: Quaternion!
        open fun resetCameraOrientation(): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setScreenMappingRatio(ratio: Float): Unit
        open fun setTarget(target: Object3D!): Unit
      open class ArcballCamera : Camera
        Module Contents ArcballCamera(context: Context!, view: View!)
        ArcballCamera(context: Context!, view: View!, target: Object3D!)
        protected open fun applyRotation(): Unit
        open fun getScreenMappingRatio(): Float
        open fun getTarget(): Object3D!
        open fun getViewMatrix(): Matrix4!
        protected open fun mapToSphere(x: Float, y: Float, out: Vector3!): Unit
        protected var mCameraStartPos: Vector3!
        protected var mCurrentOrientation: Quaternion!
        protected var mCurrScreenCoord: Vector2!
        protected var mCurrSphereCoord: Vector3!
        protected var mEmpty: Object3D!
        protected var mIsRotating: Boolean
        protected var mPrevScreenCoord: Vector2!
        protected var mPrevSphereCoord: Vector3!
        protected var mStartOrientation: Quaternion!
        open fun resetCameraOrientation(): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setScreenMappingRatio(ratio: Float): Unit
        open fun setTarget(target: Object3D!): Unit
      open class ArchimedeanSpiral3D : ASpiral3D
        Module Contents ArchimedeanSpiral3D(scale: Double, density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3!, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
      open class ArchimedeanSpiral3D : ASpiral3D
        Module Contents ArchimedeanSpiral3D(scale: Double, density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3!, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
      abstract class AResourceManager
        Module Contents AResourceManager()
        open fun getContext(): Context!
        open fun getRenderer(): Renderer!
        protected var mContext: Context!
        protected var mRenderer: Renderer!
        protected var mRenderers: MutableList<Renderer!>!
        open fun registerRenderer(renderer: Renderer!): Unit
        open fun setContext(context: Context!): Unit
        open fun unregisterRenderer(renderer: Renderer!): Unit
      abstract class AResourceManager
        Module Contents AResourceManager()
        open fun getContext(): Context!
        open fun getRenderer(): Renderer!
        protected var mContext: Context!
        protected var mRenderer: Renderer!
        protected var mRenderers: MutableList<Renderer!>!
        open fun registerRenderer(renderer: Renderer!): Unit
        open fun setContext(context: Context!): Unit
        open fun unregisterRenderer(renderer: Renderer!): Unit
      open class ArrayUtils
        Module Contents ArrayUtils()
        open static fun concatAllDouble(vararg arrays: DoubleArray!): DoubleArray!
        open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
        open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
        open static fun convertDoublesToFloats(input: DoubleArray!, output: FloatArray!): FloatArray!
        open static fun convertDoublesToFloats(input: DoubleArray!): FloatArray!
        open static fun convertFloatsToDoubles(input: FloatArray!, output: DoubleArray!): DoubleArray!
        open static fun convertFloatsToDoubles(input: FloatArray!): DoubleArray!
        open static fun getDoubleArrayFromBuffer(buffer: DoubleBuffer!): DoubleArray!
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
        open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
      open class ArrayUtils
        Module Contents ArrayUtils()
        open static fun concatAllDouble(vararg arrays: DoubleArray!): DoubleArray!
        open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
        open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
        open static fun convertDoublesToFloats(input: DoubleArray!, output: FloatArray!): FloatArray!
        open static fun convertDoublesToFloats(input: DoubleArray!): FloatArray!
        open static fun convertFloatsToDoubles(input: FloatArray!, output: DoubleArray!): DoubleArray!
        open static fun convertFloatsToDoubles(input: FloatArray!): DoubleArray!
        open static fun getDoubleArrayFromBuffer(buffer: DoubleBuffer!): DoubleArray!
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
        open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
      abstract class ASceneFrameCallback
        Module Contents ASceneFrameCallback()
        open fun callPostFrame(): Boolean
        open fun callPreDraw(): Boolean
        open fun callPreFrame(): Boolean
        abstract fun onPostFrame(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreDraw(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreFrame(sceneTime: Long, deltaTime: Double): Unit
      abstract class ASceneFrameCallback
        Module Contents ASceneFrameCallback()
        open fun callPostFrame(): Boolean
        open fun callPreDraw(): Boolean
        open fun callPreFrame(): Boolean
        abstract fun onPostFrame(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreDraw(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreFrame(sceneTime: Long, deltaTime: Double): Unit
      abstract class AShader : AShaderBase
        Module Contents AShader()
        AShader(shaderType: AShader.ShaderType!)
        AShader(shaderType: AShader.ShaderType!, resourceId: Int)
        AShader(shaderType: AShader.ShaderType!, shaderString: String!)
        open fun abs(value: String!): String!
        open fun abs(value: AShaderBase.ShaderVar!): String!
        open fun acos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun addAttribute(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addAttribute(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Int): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Float): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Double): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun addFunction(name: String!, implementation: String!): String!
        protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addGlobal(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addPrecisionQualifier(dataType: AShaderBase.DataType!, precision: AShaderBase.Precision!): Unit
        open fun addPreprocessorDirective(directive: String!): Unit
        open fun addShaderFragment(fragment: IShaderFragment!): Unit
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, suffix: String!): AShaderBase.ShaderVar!
        protected open fun addUniform(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addVarying(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        open fun applyParams(): Unit
        open fun atan(y: AShaderBase.ShaderVar!, x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun buildShader(): Unit
        open fun castInt(value: Float): AShaderBase.ShaderVar!
        open fun castInt(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castInt(value: String!): AShaderBase.ShaderVar!
        open fun castMat3(value: Float): AShaderBase.ShaderVar!
        open fun castMat3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castMat4(value: Float): AShaderBase.ShaderVar!
        open fun castMat4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec2(x: Float): AShaderBase.ShaderVar!
        open fun castVec2(x: Float, y: Float): AShaderBase.ShaderVar!
        open fun castVec2(x: String!, y: String!): AShaderBase.ShaderVar!
        open fun castVec2(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec2(x: String!): AShaderBase.ShaderVar!
        open fun castVec2(x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec3(x: Float, y: Float, z: Float): AShaderBase.ShaderVar!
        open fun castVec3(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!, z: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec3(var: String!): AShaderBase.ShaderVar!
        open fun castVec3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec4(value: Float): AShaderBase.ShaderVar!
        open fun castVec4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec4(var: String!): AShaderBase.ShaderVar!
        open fun castVec4(var: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
        open fun castVec4(var: String!, value: Float): AShaderBase.ShaderVar!
        open fun clamp(var: AShaderBase.ShaderVar!, value1: Float, value2: Float): AShaderBase.ShaderVar!
        open class Condition
          Module Contents Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
          open fun getJoinOperator(): AShader.Operator!
          open fun getLeftValue(): AShaderBase.ShaderVar!
          open fun getOperator(): AShader.Operator!
          open fun getRightValue(): String!
        open fun cos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun discard(): Unit
        open fun distance(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun divide(value1: Float!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun divide(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun dot(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun enclose(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun endif(): Unit
        open fun floor(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
        protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
        protected open fun getAttribLocation(programHandle: Int, name: String!): Int
        open fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getFunctions(): Hashtable<String!, String!>!
        open fun getGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        open fun getGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        open fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getPreprocessorDirectives(): MutableList<String!>!
        open fun getProgramHandle(): Int
        open fun getShaderFragment(shaderId: String!): IShaderFragment!
        open fun getShaderString(): String!
        open fun getShaderType(): AShader.ShaderType!
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, suffix: String!): Int
        protected open fun getUniformLocation(programHandle: Int, name: String!): Int
        open fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
        protected val GL_DEPTH_RANGE: AShaderBase.GLDepthRange!
        protected val GL_FRAG_COLOR: AShaderBase.GLFragColor!
        protected val GL_FRAG_COORD: AShaderBase.GLFragCoord!
        protected val GL_POINT_COORD: AShaderBase.GLPointCoord!
        protected val GL_POINT_SIZE: AShaderBase.GLPointSize!
        protected val GL_POSITION: AShaderBase.GLPosition!
        open fun ifelse(): Unit
        open fun ifelseif(vararg conditions: AShader.Condition!): Unit
        open fun ifelseif(condition: AShader.Condition!): Unit
        open fun initialize(): Unit
        open fun inversesqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun length(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun main(): Unit
        open fun max(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun max(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
        open fun min(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun min(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
        open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
        open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, var3: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected var mNeedsBuild: Boolean
        open fun mod(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun mod(var1: AShaderBase.ShaderVar!, var2: String!): AShaderBase.ShaderVar!
        protected var mProgramHandle: Int
        protected var mShaderFragments: MutableList<IShaderFragment!>!
        protected var mShaderString: String!
        open fun multiply(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun needsBuild(): Boolean
        open fun normalize(value: String!): String!
        open fun normalize(value: AShaderBase.ShaderVar!): String!
        class Operator
          Module Contents AND
          EQUALS
          fun getOperatorString(): String!
          GREATER_THAN
          GREATER_THAN_EQUALS
          LESS_THAN
          LESS_THAN_EQUALS
          NOT_EQUALS
          OR
          XOR
        open fun pow(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun radians(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun reflect(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun setLocations(programHandle: Int): Unit
        open fun setNeedsBuild(needsBuild: Boolean): Unit
        open fun setStringBuilder(stringBuilder: StringBuilder!): Unit
        open fun setUniform1f(name: String!, value: Float): Unit
        open fun setUniform1i(name: String!, value: Int): Unit
        open fun setUniform2fv(name: String!, value: FloatArray!): Unit
        open fun setUniform3fv(name: String!, value: FloatArray!): Unit
        static var SHADER_ID: String!
        class ShaderType
          Module Contents FRAGMENT
          FRAGMENT_SHADER_FRAGMENT
          VERTEX
          VERTEX_SHADER_FRAGMENT
        open fun sin(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun sqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun startif(vararg conditions: AShader.Condition!): Unit
        open fun startif(condition: AShader.Condition!): Unit
        open fun subtract(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun subtract(value1: Float, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun tan(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture1D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture2D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture2DProj(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.RVec4!
        open fun texture3D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun textureCube(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
      abstract class AShader : AShaderBase
        Module Contents AShader()
        AShader(shaderType: AShader.ShaderType!)
        AShader(shaderType: AShader.ShaderType!, resourceId: Int)
        AShader(shaderType: AShader.ShaderType!, shaderString: String!)
        open fun abs(value: String!): String!
        open fun abs(value: AShaderBase.ShaderVar!): String!
        open fun acos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun addAttribute(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addAttribute(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Int): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Float): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Double): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun addFunction(name: String!, implementation: String!): String!
        protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addGlobal(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addPrecisionQualifier(dataType: AShaderBase.DataType!, precision: AShaderBase.Precision!): Unit
        open fun addPreprocessorDirective(directive: String!): Unit
        open fun addShaderFragment(fragment: IShaderFragment!): Unit
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, suffix: String!): AShaderBase.ShaderVar!
        protected open fun addUniform(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addVarying(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        open fun applyParams(): Unit
        open fun atan(y: AShaderBase.ShaderVar!, x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun buildShader(): Unit
        open fun castInt(value: Float): AShaderBase.ShaderVar!
        open fun castInt(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castInt(value: String!): AShaderBase.ShaderVar!
        open fun castMat3(value: Float): AShaderBase.ShaderVar!
        open fun castMat3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castMat4(value: Float): AShaderBase.ShaderVar!
        open fun castMat4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec2(x: Float): AShaderBase.ShaderVar!
        open fun castVec2(x: Float, y: Float): AShaderBase.ShaderVar!
        open fun castVec2(x: String!, y: String!): AShaderBase.ShaderVar!
        open fun castVec2(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec2(x: String!): AShaderBase.ShaderVar!
        open fun castVec2(x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec3(x: Float, y: Float, z: Float): AShaderBase.ShaderVar!
        open fun castVec3(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!, z: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec3(var: String!): AShaderBase.ShaderVar!
        open fun castVec3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec4(value: Float): AShaderBase.ShaderVar!
        open fun castVec4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec4(var: String!): AShaderBase.ShaderVar!
        open fun castVec4(var: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
        open fun castVec4(var: String!, value: Float): AShaderBase.ShaderVar!
        open fun clamp(var: AShaderBase.ShaderVar!, value1: Float, value2: Float): AShaderBase.ShaderVar!
        open class Condition
          Module Contents Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
          open fun getJoinOperator(): AShader.Operator!
          open fun getLeftValue(): AShaderBase.ShaderVar!
          open fun getOperator(): AShader.Operator!
          open fun getRightValue(): String!
        open fun cos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun discard(): Unit
        open fun distance(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun divide(value1: Float!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun divide(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun dot(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun enclose(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun endif(): Unit
        open fun floor(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
        protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
        protected open fun getAttribLocation(programHandle: Int, name: String!): Int
        open fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getFunctions(): Hashtable<String!, String!>!
        open fun getGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        open fun getGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        open fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getPreprocessorDirectives(): MutableList<String!>!
        open fun getProgramHandle(): Int
        open fun getShaderFragment(shaderId: String!): IShaderFragment!
        open fun getShaderString(): String!
        open fun getShaderType(): AShader.ShaderType!
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, suffix: String!): Int
        protected open fun getUniformLocation(programHandle: Int, name: String!): Int
        open fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
        protected val GL_DEPTH_RANGE: AShaderBase.GLDepthRange!
        protected val GL_FRAG_COLOR: AShaderBase.GLFragColor!
        protected val GL_FRAG_COORD: AShaderBase.GLFragCoord!
        protected val GL_POINT_COORD: AShaderBase.GLPointCoord!
        protected val GL_POINT_SIZE: AShaderBase.GLPointSize!
        protected val GL_POSITION: AShaderBase.GLPosition!
        open fun ifelse(): Unit
        open fun ifelseif(vararg conditions: AShader.Condition!): Unit
        open fun ifelseif(condition: AShader.Condition!): Unit
        open fun initialize(): Unit
        open fun inversesqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun length(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun main(): Unit
        open fun max(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun max(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
        open fun min(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun min(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
        open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
        open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, var3: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected var mNeedsBuild: Boolean
        open fun mod(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun mod(var1: AShaderBase.ShaderVar!, var2: String!): AShaderBase.ShaderVar!
        protected var mProgramHandle: Int
        protected var mShaderFragments: MutableList<IShaderFragment!>!
        protected var mShaderString: String!
        open fun multiply(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun needsBuild(): Boolean
        open fun normalize(value: String!): String!
        open fun normalize(value: AShaderBase.ShaderVar!): String!
        class Operator
          Module Contents AND
          EQUALS
          fun getOperatorString(): String!
          GREATER_THAN
          GREATER_THAN_EQUALS
          LESS_THAN
          LESS_THAN_EQUALS
          NOT_EQUALS
          OR
          XOR
        open fun pow(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun radians(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun reflect(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun setLocations(programHandle: Int): Unit
        open fun setNeedsBuild(needsBuild: Boolean): Unit
        open fun setStringBuilder(stringBuilder: StringBuilder!): Unit
        open fun setUniform1f(name: String!, value: Float): Unit
        open fun setUniform1i(name: String!, value: Int): Unit
        open fun setUniform2fv(name: String!, value: FloatArray!): Unit
        open fun setUniform3fv(name: String!, value: FloatArray!): Unit
        static var SHADER_ID: String!
        class ShaderType
          Module Contents FRAGMENT
          FRAGMENT_SHADER_FRAGMENT
          VERTEX
          VERTEX_SHADER_FRAGMENT
        open fun sin(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun sqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun startif(vararg conditions: AShader.Condition!): Unit
        open fun startif(condition: AShader.Condition!): Unit
        open fun subtract(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun subtract(value1: Float, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun tan(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture1D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture2D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture2DProj(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.RVec4!
        open fun texture3D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun textureCube(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
      abstract class AShaderBase
        Module Contents AShaderBase()
        class DataType
          Module Contents BOOL
          BVEC2
          BVEC3
          BVEC4
          CONSTANT
          FLOAT
          fun getTypeString(): String!
          INT
          IVEC2
          IVEC3
          IVEC4
          MAT2
          MAT3
          MAT4
          SAMPLER1D
          SAMPLER2D
          SAMPLER3D
          SAMPLER_EXTERNAL_EOS
          SAMPLERCUBE
          VEC2
          VEC3
          VEC4
          VOID
        class DefaultShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_NORMAL
          A_POSITION
          A_TEXTURE_COORD
          A_VERTEX_COLOR
          G_COLOR
          G_NORMAL
          G_POSITION
          G_SHADOW_VALUE
          G_SPECULAR_VALUE
          G_TEXTURE_COORD
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_COLOR
          U_COLOR_INFLUENCE
          U_INFLUENCE
          U_INVERSE_VIEW_MATRIX
          U_MODEL_MATRIX
          U_MODEL_VIEW_MATRIX
          U_MVP_MATRIX
          U_NORMAL_MATRIX
          U_OFFSET
          U_REPEAT
          U_TIME
          V_COLOR
          V_CUBE_TEXTURE_COORD
          V_EYE_DIR
          V_NORMAL
          V_TEXTURE_COORD
        protected open fun getInstanceForDataType(dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun getInstanceForDataType(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun getReturnTypeForOperation(left: AShaderBase.DataType!, right: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected class GLDepthRange : AShaderBase.RVec3
          Module Contents GLDepthRange()
          fun diff(): AShaderBase.ShaderVar!
          fun far(): AShaderBase.ShaderVar!
          fun near(): AShaderBase.ShaderVar!
        protected class GLFragColor : AShaderBase.RVec4
          Module Contents GLFragColor()
        protected class GLFragCoord : AShaderBase.RVec4
          Module Contents GLFragCoord()
        protected class GLPointCoord : AShaderBase.RVec2
          Module Contents GLPointCoord()
        protected class GLPointSize : AShaderBase.RFloat
          Module Contents GLPointSize()
        protected class GLPosition : AShaderBase.RVec4
          Module Contents GLPosition()
        interface IGlobalShaderVar
          Module Contents abstract fun getDataType(): AShaderBase.DataType!
          abstract fun getVarString(): String!
        protected var mShaderSB: StringBuilder!
        protected var mVarCount: Int
        class Precision
          Module Contents fun getPrecisionString(): String!
          HIGHP
          LOWP
          MEDIUMP
        protected open class RBool : AShaderBase.ShaderVar
          Module Contents RBool()
          RBool(name: String!)
          RBool(dataType: AShaderBase.DataType!)
          RBool(name: String!, dataType: AShaderBase.DataType!)
          RBool(value: AShaderBase.ShaderVar!)
          RBool(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
        protected open class RFloat : AShaderBase.ShaderVar
          Module Contents RFloat()
          RFloat(name: String!)
          RFloat(name: String!, value: AShaderBase.ShaderVar!)
          RFloat(value: AShaderBase.ShaderVar!)
          RFloat(var: AShaderBase.IGlobalShaderVar!, index: Int)
          RFloat(value: Double)
          RFloat(value: Float)
          open fun setValue(value: Float): Unit
        protected open class RInt : AShaderBase.ShaderVar
          Module Contents RInt()
          RInt(name: String!)
          RInt(name: String!, value: AShaderBase.ShaderVar!)
          RInt(value: AShaderBase.ShaderVar!)
          RInt(value: Float)
        protected open class RMat3 : AShaderBase.ShaderVar
          Module Contents RMat3()
          RMat3(name: String!)
          RMat3(dataType: AShaderBase.DataType!)
          RMat3(name: String!, dataType: AShaderBase.DataType!)
          RMat3(value: AShaderBase.ShaderVar!)
          RMat3(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
        protected open class RMat4 : AShaderBase.RMat3
          Module Contents RMat4()
          RMat4(name: String!)
          RMat4(value: AShaderBase.ShaderVar!)
          open fun setValue(m00: Float, m01: Float, m02: Float, m03: Float, m10: Float, m11: Float, m12: Float, m13: Float, m20: Float, m21: Float, m22: Float, m23: Float, m30: Float, m31: Float, m32: Float, m33: Float): Unit
        protected open class RSampler2D : AShaderBase.RVec4
          Module Contents RSampler2D()
          RSampler2D(dataType: AShaderBase.DataType!)
          RSampler2D(name: String!)
          RSampler2D(name: String!, dataType: AShaderBase.DataType!)
        protected open class RSamplerCube : AShaderBase.RSampler2D
          Module Contents RSamplerCube()
          RSamplerCube(name: String!)
        protected open class RSamplerExternalOES : AShaderBase.RSampler2D
          Module Contents RSamplerExternalOES()
          RSamplerExternalOES(name: String!)
        protected open class RVec2 : AShaderBase.ShaderVar
          Module Contents RVec2()
          RVec2(name: String!)
          RVec2(var: AShaderBase.DefaultShaderVar!)
          RVec2(dataType: AShaderBase.DataType!)
          RVec2(name: String!, dataType: AShaderBase.DataType!)
          RVec2(name: String!, value: AShaderBase.ShaderVar!)
          RVec2(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec2(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec2(value: AShaderBase.ShaderVar!)
          RVec2(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float): Unit
          open fun index(index: Int): AShaderBase.ShaderVar!
          open fun s(): AShaderBase.ShaderVar!
          open fun t(): AShaderBase.ShaderVar!
          open fun x(): AShaderBase.ShaderVar!
          open fun xy(): AShaderBase.ShaderVar!
          open fun y(): AShaderBase.ShaderVar!
        protected open class RVec3 : AShaderBase.RVec2
          Module Contents RVec3()
          RVec3(name: String!)
          RVec3(dataType: AShaderBase.DataType!)
          RVec3(name: String!, dataType: AShaderBase.DataType!)
          RVec3(var: AShaderBase.DefaultShaderVar!)
          RVec3(value: AShaderBase.ShaderVar!)
          RVec3(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec3(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec3(name: String!, value: AShaderBase.ShaderVar!)
          RVec3(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float, value3: Float): Unit
          open fun b(): AShaderBase.ShaderVar!
          open fun g(): AShaderBase.ShaderVar!
          open fun r(): AShaderBase.ShaderVar!
          open fun rgb(): AShaderBase.ShaderVar!
          open fun xyz(): AShaderBase.ShaderVar!
          open fun z(): AShaderBase.ShaderVar!
        protected open class RVec4 : AShaderBase.RVec3
          Module Contents RVec4()
          RVec4(name: String!)
          RVec4(dataType: AShaderBase.DataType!)
          RVec4(name: String!, dataType: AShaderBase.DataType!)
          RVec4(value: AShaderBase.ShaderVar!)
          RVec4(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec4(var: AShaderBase.DefaultShaderVar!)
          RVec4(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec4(name: String!, value: AShaderBase.ShaderVar!)
          RVec4(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun a(): AShaderBase.ShaderVar!
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float, value3: Float, value4: Float): Unit
          open fun rgba(): AShaderBase.ShaderVar!
          open fun w(): AShaderBase.ShaderVar!
          open fun xyzw(): AShaderBase.ShaderVar!
        protected open class ShaderVar
          Module Contents ShaderVar()
          ShaderVar(dataType: AShaderBase.DataType!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!)
          ShaderVar(dataType: AShaderBase.DataType!, value: String!)
          ShaderVar(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!)
          ShaderVar(dataType: AShaderBase.DataType!, value: String!, write: Boolean)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!, write: Boolean)
          open fun add(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun add(value: Float): AShaderBase.ShaderVar!
          open fun assign(value: AShaderBase.ShaderVar!): Unit
          open fun assign(value: String!): Unit
          open fun assign(value: Float): Unit
          open fun assignAdd(value: AShaderBase.ShaderVar!): Unit
          open fun assignAdd(value: Float): Unit
          open fun assignAdd(value: String!): Unit
          open fun assignMultiply(value: AShaderBase.ShaderVar!): Unit
          open fun assignMultiply(value: Float): Unit
          open fun assignMultiply(value: String!): Unit
          open fun assignSubtract(value: AShaderBase.ShaderVar!): Unit
          open fun assignSubtract(value: Float): Unit
          open fun assignSubtract(value: String!): Unit
          open fun divide(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun divide(value: Float): AShaderBase.ShaderVar!
          open fun elementAt(index: Int): AShaderBase.ShaderVar!
          open fun elementAt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun elementAt(index: String!): AShaderBase.ShaderVar!
          protected open fun generateName(): String!
          open fun getArraySize(): Int
          open fun getDataType(): AShaderBase.DataType!
          open fun getName(): String!
          open fun getValue(): String!
          open fun getVarName(): String!
          open fun isArray(size: Int): Unit
          open fun isArray(): Boolean
          protected open fun isGlobal(value: Boolean): Unit
          protected open fun isGlobal(): Boolean
          protected var mArraySize: Int
          protected var mDataType: AShaderBase.DataType!
          protected var mInitialized: Boolean
          protected var mIsArray: Boolean
          protected var mIsGlobal: Boolean
          protected var mName: String!
          open fun modulus(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun multiply(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun multiply(value: Float): AShaderBase.ShaderVar!
          protected var mValue: String!
          open fun negate(): AShaderBase.ShaderVar!
          open fun setName(name: String!): Unit
          open fun setValue(value: String!): Unit
          open fun subtract(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun subtract(value: Float): AShaderBase.ShaderVar!
          protected open fun writeAssign(value: String!): Unit
          protected open fun writeInitialize(): Unit
          protected open fun writeInitialize(value: String!): Unit
      abstract class AShaderBase
        Module Contents AShaderBase()
        class DataType
          Module Contents BOOL
          BVEC2
          BVEC3
          BVEC4
          CONSTANT
          FLOAT
          fun getTypeString(): String!
          INT
          IVEC2
          IVEC3
          IVEC4
          MAT2
          MAT3
          MAT4
          SAMPLER1D
          SAMPLER2D
          SAMPLER3D
          SAMPLER_EXTERNAL_EOS
          SAMPLERCUBE
          VEC2
          VEC3
          VEC4
          VOID
        class DefaultShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_NORMAL
          A_POSITION
          A_TEXTURE_COORD
          A_VERTEX_COLOR
          G_COLOR
          G_NORMAL
          G_POSITION
          G_SHADOW_VALUE
          G_SPECULAR_VALUE
          G_TEXTURE_COORD
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_COLOR
          U_COLOR_INFLUENCE
          U_INFLUENCE
          U_INVERSE_VIEW_MATRIX
          U_MODEL_MATRIX
          U_MODEL_VIEW_MATRIX
          U_MVP_MATRIX
          U_NORMAL_MATRIX
          U_OFFSET
          U_REPEAT
          U_TIME
          V_COLOR
          V_CUBE_TEXTURE_COORD
          V_EYE_DIR
          V_NORMAL
          V_TEXTURE_COORD
        protected open fun getInstanceForDataType(dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun getInstanceForDataType(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun getReturnTypeForOperation(left: AShaderBase.DataType!, right: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected class GLDepthRange : AShaderBase.RVec3
          Module Contents GLDepthRange()
          fun diff(): AShaderBase.ShaderVar!
          fun far(): AShaderBase.ShaderVar!
          fun near(): AShaderBase.ShaderVar!
        protected class GLFragColor : AShaderBase.RVec4
          Module Contents GLFragColor()
        protected class GLFragCoord : AShaderBase.RVec4
          Module Contents GLFragCoord()
        protected class GLPointCoord : AShaderBase.RVec2
          Module Contents GLPointCoord()
        protected class GLPointSize : AShaderBase.RFloat
          Module Contents GLPointSize()
        protected class GLPosition : AShaderBase.RVec4
          Module Contents GLPosition()
        interface IGlobalShaderVar
          Module Contents abstract fun getDataType(): AShaderBase.DataType!
          abstract fun getVarString(): String!
        protected var mShaderSB: StringBuilder!
        protected var mVarCount: Int
        class Precision
          Module Contents fun getPrecisionString(): String!
          HIGHP
          LOWP
          MEDIUMP
        protected open class RBool : AShaderBase.ShaderVar
          Module Contents RBool()
          RBool(name: String!)
          RBool(dataType: AShaderBase.DataType!)
          RBool(name: String!, dataType: AShaderBase.DataType!)
          RBool(value: AShaderBase.ShaderVar!)
          RBool(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
        protected open class RFloat : AShaderBase.ShaderVar
          Module Contents RFloat()
          RFloat(name: String!)
          RFloat(name: String!, value: AShaderBase.ShaderVar!)
          RFloat(value: AShaderBase.ShaderVar!)
          RFloat(var: AShaderBase.IGlobalShaderVar!, index: Int)
          RFloat(value: Double)
          RFloat(value: Float)
          open fun setValue(value: Float): Unit
        protected open class RInt : AShaderBase.ShaderVar
          Module Contents RInt()
          RInt(name: String!)
          RInt(name: String!, value: AShaderBase.ShaderVar!)
          RInt(value: AShaderBase.ShaderVar!)
          RInt(value: Float)
        protected open class RMat3 : AShaderBase.ShaderVar
          Module Contents RMat3()
          RMat3(name: String!)
          RMat3(dataType: AShaderBase.DataType!)
          RMat3(name: String!, dataType: AShaderBase.DataType!)
          RMat3(value: AShaderBase.ShaderVar!)
          RMat3(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
        protected open class RMat4 : AShaderBase.RMat3
          Module Contents RMat4()
          RMat4(name: String!)
          RMat4(value: AShaderBase.ShaderVar!)
          open fun setValue(m00: Float, m01: Float, m02: Float, m03: Float, m10: Float, m11: Float, m12: Float, m13: Float, m20: Float, m21: Float, m22: Float, m23: Float, m30: Float, m31: Float, m32: Float, m33: Float): Unit
        protected open class RSampler2D : AShaderBase.RVec4
          Module Contents RSampler2D()
          RSampler2D(dataType: AShaderBase.DataType!)
          RSampler2D(name: String!)
          RSampler2D(name: String!, dataType: AShaderBase.DataType!)
        protected open class RSamplerCube : AShaderBase.RSampler2D
          Module Contents RSamplerCube()
          RSamplerCube(name: String!)
        protected open class RSamplerExternalOES : AShaderBase.RSampler2D
          Module Contents RSamplerExternalOES()
          RSamplerExternalOES(name: String!)
        protected open class RVec2 : AShaderBase.ShaderVar
          Module Contents RVec2()
          RVec2(name: String!)
          RVec2(var: AShaderBase.DefaultShaderVar!)
          RVec2(dataType: AShaderBase.DataType!)
          RVec2(name: String!, dataType: AShaderBase.DataType!)
          RVec2(name: String!, value: AShaderBase.ShaderVar!)
          RVec2(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec2(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec2(value: AShaderBase.ShaderVar!)
          RVec2(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float): Unit
          open fun index(index: Int): AShaderBase.ShaderVar!
          open fun s(): AShaderBase.ShaderVar!
          open fun t(): AShaderBase.ShaderVar!
          open fun x(): AShaderBase.ShaderVar!
          open fun xy(): AShaderBase.ShaderVar!
          open fun y(): AShaderBase.ShaderVar!
        protected open class RVec3 : AShaderBase.RVec2
          Module Contents RVec3()
          RVec3(name: String!)
          RVec3(dataType: AShaderBase.DataType!)
          RVec3(name: String!, dataType: AShaderBase.DataType!)
          RVec3(var: AShaderBase.DefaultShaderVar!)
          RVec3(value: AShaderBase.ShaderVar!)
          RVec3(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec3(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec3(name: String!, value: AShaderBase.ShaderVar!)
          RVec3(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float, value3: Float): Unit
          open fun b(): AShaderBase.ShaderVar!
          open fun g(): AShaderBase.ShaderVar!
          open fun r(): AShaderBase.ShaderVar!
          open fun rgb(): AShaderBase.ShaderVar!
          open fun xyz(): AShaderBase.ShaderVar!
          open fun z(): AShaderBase.ShaderVar!
        protected open class RVec4 : AShaderBase.RVec3
          Module Contents RVec4()
          RVec4(name: String!)
          RVec4(dataType: AShaderBase.DataType!)
          RVec4(name: String!, dataType: AShaderBase.DataType!)
          RVec4(value: AShaderBase.ShaderVar!)
          RVec4(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec4(var: AShaderBase.DefaultShaderVar!)
          RVec4(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec4(name: String!, value: AShaderBase.ShaderVar!)
          RVec4(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun a(): AShaderBase.ShaderVar!
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float, value3: Float, value4: Float): Unit
          open fun rgba(): AShaderBase.ShaderVar!
          open fun w(): AShaderBase.ShaderVar!
          open fun xyzw(): AShaderBase.ShaderVar!
        protected open class ShaderVar
          Module Contents ShaderVar()
          ShaderVar(dataType: AShaderBase.DataType!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!)
          ShaderVar(dataType: AShaderBase.DataType!, value: String!)
          ShaderVar(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!)
          ShaderVar(dataType: AShaderBase.DataType!, value: String!, write: Boolean)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!, write: Boolean)
          open fun add(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun add(value: Float): AShaderBase.ShaderVar!
          open fun assign(value: AShaderBase.ShaderVar!): Unit
          open fun assign(value: String!): Unit
          open fun assign(value: Float): Unit
          open fun assignAdd(value: AShaderBase.ShaderVar!): Unit
          open fun assignAdd(value: Float): Unit
          open fun assignAdd(value: String!): Unit
          open fun assignMultiply(value: AShaderBase.ShaderVar!): Unit
          open fun assignMultiply(value: Float): Unit
          open fun assignMultiply(value: String!): Unit
          open fun assignSubtract(value: AShaderBase.ShaderVar!): Unit
          open fun assignSubtract(value: Float): Unit
          open fun assignSubtract(value: String!): Unit
          open fun divide(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun divide(value: Float): AShaderBase.ShaderVar!
          open fun elementAt(index: Int): AShaderBase.ShaderVar!
          open fun elementAt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun elementAt(index: String!): AShaderBase.ShaderVar!
          protected open fun generateName(): String!
          open fun getArraySize(): Int
          open fun getDataType(): AShaderBase.DataType!
          open fun getName(): String!
          open fun getValue(): String!
          open fun getVarName(): String!
          open fun isArray(size: Int): Unit
          open fun isArray(): Boolean
          protected open fun isGlobal(value: Boolean): Unit
          protected open fun isGlobal(): Boolean
          protected var mArraySize: Int
          protected var mDataType: AShaderBase.DataType!
          protected var mInitialized: Boolean
          protected var mIsArray: Boolean
          protected var mIsGlobal: Boolean
          protected var mName: String!
          open fun modulus(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun multiply(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun multiply(value: Float): AShaderBase.ShaderVar!
          protected var mValue: String!
          open fun negate(): AShaderBase.ShaderVar!
          open fun setName(name: String!): Unit
          open fun setValue(value: String!): Unit
          open fun subtract(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun subtract(value: Float): AShaderBase.ShaderVar!
          protected open fun writeAssign(value: String!): Unit
          protected open fun writeInitialize(): Unit
          protected open fun writeInitialize(value: String!): Unit
      abstract class ASingleTexture : ATexture
        Module Contents protected ASingleTexture()
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!)
        ASingleTexture(textureType: ATexture.TextureType!, resourceId: Int)
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!, bitmap: Bitmap!)
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!, compressedTexture: ACompressedTexture!)
        ASingleTexture(other: ASingleTexture!)
        protected open fun add(): Unit
        abstract fun clone(): ASingleTexture!
        open fun getBitmap(): Bitmap!
        open fun getByteBuffer(): ByteBuffer!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mByteBuffer: ByteBuffer!
        protected var mResourceId: Int
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun setBitmap(bitmap: Bitmap!): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer!): Unit
        open fun setFilterType(filterType: ATexture.FilterType!): Unit
        open fun setFrom(other: ASingleTexture!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setWrapType(wrapType: ATexture.WrapType!): Unit
      abstract class ASingleTexture : ATexture
        Module Contents protected ASingleTexture()
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!)
        ASingleTexture(textureType: ATexture.TextureType!, resourceId: Int)
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!, bitmap: Bitmap!)
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!, compressedTexture: ACompressedTexture!)
        ASingleTexture(other: ASingleTexture!)
        protected open fun add(): Unit
        abstract fun clone(): ASingleTexture!
        open fun getBitmap(): Bitmap!
        open fun getByteBuffer(): ByteBuffer!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mByteBuffer: ByteBuffer!
        protected var mResourceId: Int
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun setBitmap(bitmap: Bitmap!): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer!): Unit
        open fun setFilterType(filterType: ATexture.FilterType!): Unit
        open fun setFrom(other: ASingleTexture!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setWrapType(wrapType: ATexture.WrapType!): Unit
      abstract class ASpiral3D : ICurve3D
        Module Contents ASpiral3D(density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        protected var a: Double
        open fun calculatePointDegrees(result: Vector3!, theta: Double): Unit
        abstract fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3!
        protected var mCalculateTangents: Boolean
        protected var mCurrentTangent: Vector3!
        protected val mDensity: Double
        protected val mRotation: Quaternion!
        protected val mScratch: Vector3!
        protected val mSpiralIn: Boolean
        protected val mStart: Vector3!
        protected var mThetaOffset: Double
        protected val mUp: Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      abstract class ASpiral3D : ICurve3D
        Module Contents ASpiral3D(density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        protected var a: Double
        open fun calculatePointDegrees(result: Vector3!, theta: Double): Unit
        abstract fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3!
        protected var mCalculateTangents: Boolean
        protected var mCurrentTangent: Vector3!
        protected val mDensity: Double
        protected val mRotation: Quaternion!
        protected val mScratch: Vector3!
        protected val mSpiralIn: Boolean
        protected val mStart: Vector3!
        protected var mThetaOffset: Double
        protected val mUp: Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class AtcTexture : ACompressedTexture
        Module Contents AtcTexture(other: AtcTexture!)
        AtcTexture(textureName: String!, byteBuffer: ByteBuffer!, atcFormat: AtcTexture.AtcFormat!)
        AtcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, atcFormat: AtcTexture.AtcFormat!)
        class AtcFormat
          Module Contents RGB
          RGBA_EXPLICIT
          RGBA_INTERPOLATED
        open fun clone(): AtcTexture!
        open fun getAtcFormat(): AtcTexture.AtcFormat!
        protected var mAtcFormat: AtcTexture.AtcFormat!
        open fun setAtcFormat(atcFormat: AtcTexture.AtcFormat!): Unit
        open fun setFrom(other: AtcTexture!): Unit
      open class AtcTexture : ACompressedTexture
        Module Contents AtcTexture(other: AtcTexture!)
        AtcTexture(textureName: String!, byteBuffer: ByteBuffer!, atcFormat: AtcTexture.AtcFormat!)
        AtcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, atcFormat: AtcTexture.AtcFormat!)
        class AtcFormat
          Module Contents RGB
          RGBA_EXPLICIT
          RGBA_INTERPOLATED
        open fun clone(): AtcTexture!
        open fun getAtcFormat(): AtcTexture.AtcFormat!
        protected var mAtcFormat: AtcTexture.AtcFormat!
        open fun setAtcFormat(atcFormat: AtcTexture.AtcFormat!): Unit
        open fun setFrom(other: AtcTexture!): Unit
      abstract class ATexture
        Module Contents ATexture(textureType: ATexture.TextureType!, @NonNull textureName: String)
        ATexture(textureType: ATexture.TextureType!, @NonNull textureName: String, compressedTexture: ACompressedTexture!)
        protected ATexture()
        ATexture(other: ATexture!)
        protected abstract fun add(): Unit
        abstract fun clone(): ATexture!
        open fun enableOffset(value: Boolean): Unit
        class FilterType
          Module Contents LINEAR
          NEAREST
        open fun getBitmapConfig(): Config!
        open fun getBitmapFormat(): Int
        open fun getCompressedTexture(): ACompressedTexture!
        open fun getFilterType(): ATexture.FilterType!
        open fun getGLTextureType(): Int
        open fun getHeight(): Int
        open fun getInfluence(): Float
        open fun getOffset(): FloatArray!
        open fun getOffsetU(): Float
        open fun getOffsetV(): Float
        open fun getOwnerIdentity(): String!
        open fun getRepeat(): FloatArray!
        open fun getRepeatU(): Float
        open fun getRepeatV(): Float
        open fun getTextureId(): Int
        open fun getTextureName(): String!
        open fun getTextureType(): ATexture.TextureType!
        open fun getWidth(): Int
        open fun getWrapType(): ATexture.WrapType!
        open fun isMipmap(): Boolean
        protected var mBitmapConfig: Config!
        protected var mBitmapFormat: Int
        protected var mCompressedTexture: ACompressedTexture!
        protected var mEnableOffset: Boolean
        protected var mFilterType: ATexture.FilterType!
        protected var mGLTextureType: Int
        protected var mHeight: Int
        protected var mInfluence: Float
        protected var mMaterialsUsingTexture: MutableList<Material!>!
        protected var mMipmap: Boolean
        protected var mOffset: FloatArray!
        protected var mOwnerIdentity: String!
        protected var mRepeat: FloatArray!
        protected var mShouldRecycle: Boolean
        protected var mTextureId: Int
        @NonNull protected var mTextureName: String
        protected var mTextureType: ATexture.TextureType!
        protected var mWidth: Int
        protected var mWrapType: ATexture.WrapType!
        open fun offsetEnabled(): Boolean
        open fun registerMaterial(material: Material!): Boolean
        protected abstract fun remove(): Unit
        protected abstract fun replace(): Unit
        protected abstract fun reset(): Unit
        open fun setBitmapConfig(bitmapConfig: Config!): Unit
        open fun setBitmapFormat(bitmapFormat: Int): Unit
        open fun setCompressedTexture(compressedTexture: ACompressedTexture!): Unit
        open fun setFilterType(filterType: ATexture.FilterType!): Unit
        open fun setFrom(other: ATexture!): Unit
        open fun setGLTextureType(glTextureType: Int): Unit
        open fun setHeight(height: Int): Unit
        open fun setInfluence(influence: Float): Unit
        open fun setMipmap(mipmap: Boolean): Unit
        open fun setOffset(u: Float, v: Float): Unit
        open fun setOffsetU(value: Float): Unit
        open fun setOffsetV(value: Float): Unit
        open fun setOwnerIdentity(identity: String!): Unit
        open fun setRepeat(u: Float, v: Float): Unit
        open fun setRepeatU(value: Float): Unit
        open fun setRepeatV(value: Float): Unit
        open fun setTextureId(textureId: Int): Unit
        open fun setTextureName(textureName: String!): Unit
        open fun setWidth(width: Int): Unit
        open fun setWrapType(wrapType: ATexture.WrapType!): Unit
        open fun shouldRecycle(shouldRecycle: Boolean): Unit
        open class TextureException : Exception
          Module Contents TextureException()
          TextureException(msg: String!)
          TextureException(throwable: Throwable!)
          TextureException(msg: String!, throwable: Throwable!)
        class TextureType
          Module Contents ALPHA
          COMPRESSED
          CUBE_MAP
          DEPTH_BUFFER
          DIFFUSE
          LIGHT
          LOOKUP
          NORMAL
          RENDER_TARGET
          SPECULAR
          SPHERE_MAP
          VIDEO_TEXTURE
        open fun unregisterMaterial(material: Material!): Boolean
        open fun willRecycle(): Boolean
        class WrapType
          Module Contents CLAMP
          REPEAT
      abstract class ATexture
        Module Contents ATexture(textureType: ATexture.TextureType!, @NonNull textureName: String)
        ATexture(textureType: ATexture.TextureType!, @NonNull textureName: String, compressedTexture: ACompressedTexture!)
        protected ATexture()
        ATexture(other: ATexture!)
        protected abstract fun add(): Unit
        abstract fun clone(): ATexture!
        open fun enableOffset(value: Boolean): Unit
        class FilterType
          Module Contents LINEAR
          NEAREST
        open fun getBitmapConfig(): Config!
        open fun getBitmapFormat(): Int
        open fun getCompressedTexture(): ACompressedTexture!
        open fun getFilterType(): ATexture.FilterType!
        open fun getGLTextureType(): Int
        open fun getHeight(): Int
        open fun getInfluence(): Float
        open fun getOffset(): FloatArray!
        open fun getOffsetU(): Float
        open fun getOffsetV(): Float
        open fun getOwnerIdentity(): String!
        open fun getRepeat(): FloatArray!
        open fun getRepeatU(): Float
        open fun getRepeatV(): Float
        open fun getTextureId(): Int
        open fun getTextureName(): String!
        open fun getTextureType(): ATexture.TextureType!
        open fun getWidth(): Int
        open fun getWrapType(): ATexture.WrapType!
        open fun isMipmap(): Boolean
        protected var mBitmapConfig: Config!
        protected var mBitmapFormat: Int
        protected var mCompressedTexture: ACompressedTexture!
        protected var mEnableOffset: Boolean
        protected var mFilterType: ATexture.FilterType!
        protected var mGLTextureType: Int
        protected var mHeight: Int
        protected var mInfluence: Float
        protected var mMaterialsUsingTexture: MutableList<Material!>!
        protected var mMipmap: Boolean
        protected var mOffset: FloatArray!
        protected var mOwnerIdentity: String!
        protected var mRepeat: FloatArray!
        protected var mShouldRecycle: Boolean
        protected var mTextureId: Int
        @NonNull protected var mTextureName: String
        protected var mTextureType: ATexture.TextureType!
        protected var mWidth: Int
        protected var mWrapType: ATexture.WrapType!
        open fun offsetEnabled(): Boolean
        open fun registerMaterial(material: Material!): Boolean
        protected abstract fun remove(): Unit
        protected abstract fun replace(): Unit
        protected abstract fun reset(): Unit
        open fun setBitmapConfig(bitmapConfig: Config!): Unit
        open fun setBitmapFormat(bitmapFormat: Int): Unit
        open fun setCompressedTexture(compressedTexture: ACompressedTexture!): Unit
        open fun setFilterType(filterType: ATexture.FilterType!): Unit
        open fun setFrom(other: ATexture!): Unit
        open fun setGLTextureType(glTextureType: Int): Unit
        open fun setHeight(height: Int): Unit
        open fun setInfluence(influence: Float): Unit
        open fun setMipmap(mipmap: Boolean): Unit
        open fun setOffset(u: Float, v: Float): Unit
        open fun setOffsetU(value: Float): Unit
        open fun setOffsetV(value: Float): Unit
        open fun setOwnerIdentity(identity: String!): Unit
        open fun setRepeat(u: Float, v: Float): Unit
        open fun setRepeatU(value: Float): Unit
        open fun setRepeatV(value: Float): Unit
        open fun setTextureId(textureId: Int): Unit
        open fun setTextureName(textureName: String!): Unit
        open fun setWidth(width: Int): Unit
        open fun setWrapType(wrapType: ATexture.WrapType!): Unit
        open fun shouldRecycle(shouldRecycle: Boolean): Unit
        open class TextureException : Exception
          Module Contents TextureException()
          TextureException(msg: String!)
          TextureException(throwable: Throwable!)
          TextureException(msg: String!, throwable: Throwable!)
        class TextureType
          Module Contents ALPHA
          COMPRESSED
          CUBE_MAP
          DEPTH_BUFFER
          DIFFUSE
          LIGHT
          LOOKUP
          NORMAL
          RENDER_TARGET
          SPECULAR
          SPHERE_MAP
          VIDEO_TEXTURE
        open fun unregisterMaterial(material: Material!): Boolean
        open fun willRecycle(): Boolean
        class WrapType
          Module Contents CLAMP
          REPEAT
      abstract class ATextureBlockParser : ABlockParser
        Module Contents ATextureBlockParser()
        abstract fun getMaterial(): Material!
      abstract class ATextureBlockParser : ABlockParser
        Module Contents ATextureBlockParser()
        abstract fun getMaterial(): Material!
      abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ATextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        protected var mTextures: MutableList<ATexture!>!
        protected var muCubeTextures: Array<AShaderBase.RSamplerCube!>!
        protected var muInfluence: Array<AShaderBase.RFloat!>!
        protected var muInfluenceHandles: IntArray!
        protected var muOffset: Array<AShaderBase.RVec2!>!
        protected var muOffsetHandles: IntArray!
        protected var muRepeat: Array<AShaderBase.RVec2!>!
        protected var muRepeatHandles: IntArray!
        protected var muTextureHandles: IntArray!
        protected var muTextures: Array<AShaderBase.RSampler2D!>!
        protected var muVideoTextures: Array<AShaderBase.RSamplerExternalOES!>!
        open fun setLocations(programHandle: Int): Unit
      abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ATextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        protected var mTextures: MutableList<ATexture!>!
        protected var muCubeTextures: Array<AShaderBase.RSamplerCube!>!
        protected var muInfluence: Array<AShaderBase.RFloat!>!
        protected var muInfluenceHandles: IntArray!
        protected var muOffset: Array<AShaderBase.RVec2!>!
        protected var muOffsetHandles: IntArray!
        protected var muRepeat: Array<AShaderBase.RVec2!>!
        protected var muRepeatHandles: IntArray!
        protected var muTextureHandles: IntArray!
        protected var muTextures: Array<AShaderBase.RSampler2D!>!
        protected var muVideoTextures: Array<AShaderBase.RSamplerExternalOES!>!
        open fun setLocations(programHandle: Int): Unit
      abstract class ATransformable3D : IGraphNodeMember
        Module Contents ATransformable3D()
        open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
        open fun disableLookAt(): Unit
        open fun enableLookAt(): Unit
        open fun getGraphNode(): IGraphNode!
        open fun getLookAt(): Vector3!
        open fun getModelMatrix(): Matrix4!
        open fun getOrientation(quat: Quaternion!): Quaternion!
        open fun getOrientation(): Quaternion!
        open fun getPosition(): Vector3!
        open fun getRotX(): Double
        open fun getRotY(): Double
        open fun getRotZ(): Double
        open fun getScale(): Vector3!
        open fun getScaleX(): Double
        open fun getScaleY(): Double
        open fun getScaleZ(): Double
        open fun getScenePosition(): Vector3!
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getX(): Double
        open fun getY(): Double
        open fun getZ(): Double
        open fun isInGraph(): Boolean
        open fun isLookAtEnabled(): Boolean
        open fun isLookAtValid(): Boolean
        open fun isZeroScale(): Boolean
        protected open fun markModelMatrixDirty(): Unit
        protected var mGraphNode: IGraphNode!
        protected var mInsideGraph: Boolean
        protected var mIsCamera: Boolean
        protected var mIsModelMatrixDirty: Boolean
        protected var mLookAt: Vector3!
        protected var mLookAtEnabled: Boolean
        protected var mLookAtValid: Boolean
        protected val mMMatrix: Matrix4!
        protected val mOrientation: Quaternion!
        open fun moveForward(units: Double): Unit
        open fun moveRight(units: Double): Unit
        open fun moveUp(units: Double): Unit
        protected val mPosition: Vector3!
        protected val mScale: Vector3!
        protected val mTempVec: Vector3!
        protected val mTmpOrientation: Quaternion!
        protected val mUpAxis: Vector3!
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
        open fun resetToLookAt(): ATransformable3D!
        open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
        open fun resetUpAxis(): ATransformable3D!
        open fun rotate(quat: Quaternion!): ATransformable3D!
        open fun rotate(axis: Vector3!, angle: Double): ATransformable3D!
        open fun rotate(axis: Vector3.Axis!, angle: Double): ATransformable3D!
        open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
        open fun rotate(matrix: Matrix4!): ATransformable3D!
        open fun rotateAround(axis: Vector3!, angle: Double): Unit
        open fun rotateAround(axis: Vector3!, angle: Double, append: Boolean): Unit
        open fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
        open fun setLookAt(lookAt: Vector3!): ATransformable3D!
        open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D!
        open fun setOrientation(quat: Quaternion!): ATransformable3D!
        open fun setPosition(position: Vector3!): Unit
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setRotation(quat: Quaternion!): ATransformable3D!
        open fun setRotation(axis: Vector3!, angle: Double): ATransformable3D!
        open fun setRotation(axis: Vector3.Axis!, angle: Double): ATransformable3D!
        open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
        open fun setRotation(matrix: Matrix4!): ATransformable3D!
        open fun setRotation(rotation: Vector3!): ATransformable3D!
        open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D!
        open fun setRotX(rotX: Double): ATransformable3D!
        open fun setRotY(rotY: Double): ATransformable3D!
        open fun setRotZ(rotZ: Double): ATransformable3D!
        open fun setScale(scale: Vector3!): ATransformable3D!
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
        open fun setScale(scale: Double): ATransformable3D!
        open fun setScaleX(scale: Double): ATransformable3D!
        open fun setScaleY(scale: Double): ATransformable3D!
        open fun setScaleZ(scale: Double): ATransformable3D!
        open fun setUpAxis(upAxis: Vector3!): ATransformable3D!
        open fun setUpAxis(upAxis: Vector3.Axis!): ATransformable3D!
        open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D!
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
        open fun setZ(z: Double): Unit
      abstract class ATransformable3D : IGraphNodeMember
        Module Contents ATransformable3D()
        open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
        open fun disableLookAt(): Unit
        open fun enableLookAt(): Unit
        open fun getGraphNode(): IGraphNode!
        open fun getLookAt(): Vector3!
        open fun getModelMatrix(): Matrix4!
        open fun getOrientation(quat: Quaternion!): Quaternion!
        open fun getOrientation(): Quaternion!
        open fun getPosition(): Vector3!
        open fun getRotX(): Double
        open fun getRotY(): Double
        open fun getRotZ(): Double
        open fun getScale(): Vector3!
        open fun getScaleX(): Double
        open fun getScaleY(): Double
        open fun getScaleZ(): Double
        open fun getScenePosition(): Vector3!
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getX(): Double
        open fun getY(): Double
        open fun getZ(): Double
        open fun isInGraph(): Boolean
        open fun isLookAtEnabled(): Boolean
        open fun isLookAtValid(): Boolean
        open fun isZeroScale(): Boolean
        protected open fun markModelMatrixDirty(): Unit
        protected var mGraphNode: IGraphNode!
        protected var mInsideGraph: Boolean
        protected var mIsCamera: Boolean
        protected var mIsModelMatrixDirty: Boolean
        protected var mLookAt: Vector3!
        protected var mLookAtEnabled: Boolean
        protected var mLookAtValid: Boolean
        protected val mMMatrix: Matrix4!
        protected val mOrientation: Quaternion!
        open fun moveForward(units: Double): Unit
        open fun moveRight(units: Double): Unit
        open fun moveUp(units: Double): Unit
        protected val mPosition: Vector3!
        protected val mScale: Vector3!
        protected val mTempVec: Vector3!
        protected val mTmpOrientation: Quaternion!
        protected val mUpAxis: Vector3!
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
        open fun resetToLookAt(): ATransformable3D!
        open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
        open fun resetUpAxis(): ATransformable3D!
        open fun rotate(quat: Quaternion!): ATransformable3D!
        open fun rotate(axis: Vector3!, angle: Double): ATransformable3D!
        open fun rotate(axis: Vector3.Axis!, angle: Double): ATransformable3D!
        open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
        open fun rotate(matrix: Matrix4!): ATransformable3D!
        open fun rotateAround(axis: Vector3!, angle: Double): Unit
        open fun rotateAround(axis: Vector3!, angle: Double, append: Boolean): Unit
        open fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
        open fun setLookAt(lookAt: Vector3!): ATransformable3D!
        open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D!
        open fun setOrientation(quat: Quaternion!): ATransformable3D!
        open fun setPosition(position: Vector3!): Unit
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setRotation(quat: Quaternion!): ATransformable3D!
        open fun setRotation(axis: Vector3!, angle: Double): ATransformable3D!
        open fun setRotation(axis: Vector3.Axis!, angle: Double): ATransformable3D!
        open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
        open fun setRotation(matrix: Matrix4!): ATransformable3D!
        open fun setRotation(rotation: Vector3!): ATransformable3D!
        open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D!
        open fun setRotX(rotX: Double): ATransformable3D!
        open fun setRotY(rotY: Double): ATransformable3D!
        open fun setRotZ(rotZ: Double): ATransformable3D!
        open fun setScale(scale: Vector3!): ATransformable3D!
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
        open fun setScale(scale: Double): ATransformable3D!
        open fun setScaleX(scale: Double): ATransformable3D!
        open fun setScaleY(scale: Double): ATransformable3D!
        open fun setScaleZ(scale: Double): ATransformable3D!
        open fun setUpAxis(upAxis: Vector3!): ATransformable3D!
        open fun setUpAxis(upAxis: Vector3.Axis!): ATransformable3D!
        open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D!
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
        open fun setZ(z: Double): Unit
      open class BlendPass : EffectPass
        Module Contents BlendPass(blendMode: BlendPass.BlendMode!, blendTexture: ATexture!)
        class BlendMode
          Module Contents ADD
          SCREEN
          SUBTRACT
        protected open fun getFragmentShader(blendMode: BlendPass.BlendMode!): Int
        protected var mBlendTexture: ATexture!
        open fun setMaterial(material: Material!): Unit
        open fun setShaderParams(): Unit
      open class BlendPass : EffectPass
        Module Contents BlendPass(blendMode: BlendPass.BlendMode!, blendTexture: ATexture!)
        class BlendMode
          Module Contents ADD
          SCREEN
          SUBTRACT
        protected open fun getFragmentShader(blendMode: BlendPass.BlendMode!): Int
        protected var mBlendTexture: ATexture!
        open fun setMaterial(material: Material!): Unit
        open fun setShaderParams(): Unit
      open class BlockAnimationSet : ABlockParser
        Module Contents BlockAnimationSet()
        protected var mAnimSet: Array<IAnimationSequence!>!
        protected var mLookupName: String!
        protected var mNumAnims: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockAnimationSet : ABlockParser
        Module Contents BlockAnimationSet()
        protected var mAnimSet: Array<IAnimationSequence!>!
        protected var mLookupName: String!
        protected var mNumAnims: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockAnimator : ABlockParser
        Module Contents BlockAnimator()
        protected var mActive: Int
        protected var mAnimSet: Array<IAnimationSequence!>!
        protected var mAutoPlay: Boolean
        protected var mLookupName: String!
        protected var mTargets: Array<Object3D!>!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_CONDENSED: Short
        protected static val PROP_SKELETON: Short
      open class BlockAnimator : ABlockParser
        Module Contents BlockAnimator()
        protected var mActive: Int
        protected var mAnimSet: Array<IAnimationSequence!>!
        protected var mAutoPlay: Boolean
        protected var mLookupName: String!
        protected var mTargets: Array<Object3D!>!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_CONDENSED: Short
        protected static val PROP_SKELETON: Short
      open class BlockBitmapTexture : ABlockParser
        Module Contents BlockBitmapTexture()
        open fun getTexture(): Bitmap!
        static val IMAGE_TYPE_EMBEDDED: Byte
        static val IMAGE_TYPE_EXTERNAL: Byte
        protected var mBitmap: Bitmap!
        protected var mDataLength: Long
        protected var mImageType: Byte
        protected var mLookupName: String!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockBitmapTexture : ABlockParser
        Module Contents BlockBitmapTexture()
        open fun getTexture(): Bitmap!
        static val IMAGE_TYPE_EMBEDDED: Byte
        static val IMAGE_TYPE_EXTERNAL: Byte
        protected var mBitmap: Bitmap!
        protected var mDataLength: Long
        protected var mImageType: Byte
        protected var mLookupName: String!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCamera : ABlockParser
        Module Contents BlockCamera()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCamera : ABlockParser
        Module Contents BlockCamera()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCommand : ABlockParser
        Module Contents BlockCommand()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCommand : ABlockParser
        Module Contents BlockCommand()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockContainer : ABaseObjectBlockParser
        Module Contents BlockContainer()
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObject: Object3D!
        protected var mLookupName: String!
        protected var mSceneGraphBlock: SceneGraphBlock!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockContainer : ABaseObjectBlockParser
        Module Contents BlockContainer()
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObject: Object3D!
        protected var mLookupName: String!
        protected var mSceneGraphBlock: SceneGraphBlock!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCubeTexture : ABlockParser
        Module Contents BlockCubeTexture()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCubeTexture : ABlockParser
        Module Contents BlockCubeTexture()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockLight : ABlockParser
        Module Contents BlockLight()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockLight : ABlockParser
        Module Contents BlockLight()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockLightPicker : ABlockParser
        Module Contents BlockLightPicker()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockLightPicker : ABlockParser
        Module Contents BlockLightPicker()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMeshInstance : AExportableBlockParser
        Module Contents BlockMeshInstance()
        open fun getBaseObject3D(): Object3D!
        protected var mCastsShadow: Boolean
        protected var mGeometry: Object3D!
        protected var mGeometryID: Long
        protected var mSceneGraphBlock: SceneGraphBlock!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_CASTS_SHADOW: Short
      open class BlockMeshInstance : AExportableBlockParser
        Module Contents BlockMeshInstance()
        open fun getBaseObject3D(): Object3D!
        protected var mCastsShadow: Boolean
        protected var mGeometry: Object3D!
        protected var mGeometryID: Long
        protected var mSceneGraphBlock: SceneGraphBlock!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_CASTS_SHADOW: Short
      open class BlockMeshPose : ABlockParser
        Module Contents BlockMeshPose()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMeshPose : ABlockParser
        Module Contents BlockMeshPose()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMeshPoseAnimation : ABlockParser
        Module Contents BlockMeshPoseAnimation()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMeshPoseAnimation : ABlockParser
        Module Contents BlockMeshPoseAnimation()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMetaData : ABlockParser
        Module Contents BlockMetaData()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMetaData : ABlockParser
        Module Contents BlockMetaData()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockNamespace : ABlockParser
        Module Contents BlockNamespace()
        protected var mNamespace: Int
        protected var mUri: String!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockNamespace : ABlockParser
        Module Contents BlockNamespace()
        protected var mNamespace: Int
        protected var mUri: String!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockPrimitiveGeometry : ABaseObjectBlockParser
        Module Contents BlockPrimitiveGeometry()
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObject: Object3D!
        protected var mLookupName: String!
        protected var mPrimitiveType: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockPrimitiveGeometry : ABaseObjectBlockParser
        Module Contents BlockPrimitiveGeometry()
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObject: Object3D!
        protected var mLookupName: String!
        protected var mPrimitiveType: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockScene : ABlockParser
        Module Contents BlockScene()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockScene : ABlockParser
        Module Contents BlockScene()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockShadowMethod : ABlockParser
        Module Contents BlockShadowMethod()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockShadowMethod : ABlockParser
        Module Contents BlockShadowMethod()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSharedMethod : ABlockParser
        Module Contents BlockSharedMethod()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSharedMethod : ABlockParser
        Module Contents BlockSharedMethod()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSimpleMaterial : ATextureBlockParser
        Module Contents BlockSimpleMaterial()
        open fun getMaterial(): Material!
        static val MATERIAL_TYPE_COLOR: Byte
        static val MATERIAL_TYPE_TEXTURE: Byte
        protected var mLookupName: String!
        protected var mMaterial: Material!
        protected var mMaterialType: Byte
        protected var mShadingMethodCount: Byte
        protected var mSpezialType: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_ALPHA: Short
        protected static val PROP_ALPHA_BLENDING: Short
        protected static val PROP_AMBIENT_COLOR: Short
        protected static val PROP_AMBIENT_LEVEL: Short
        protected static val PROP_AMBIENT_TEXTURE: Short
        protected static val PROP_BINARY_ALPHA_THRESHOLD: Short
        protected static val PROP_BLEND_MODE: Short
        protected static val PROP_BOTH_SIDES: Short
        protected static val PROP_COLOR: Short
        protected static val PROP_DIFFUSE_LEVEL: Short
        protected static val PROP_LIGHT_PICKER: Short
        protected static val PROP_MIPMAP: Short
        protected static val PROP_NORMAL_TEXTURE: Short
        protected static val PROP_PRE_MULTIPLIED: Short
        protected static val PROP_REPEAT: Short
        protected static val PROP_SMOOTH: Short
        protected static val PROP_SPECULAR_COLOR: Short
        protected static val PROP_SPECULAR_GLOSS: Short
        protected static val PROP_SPECULAR_LEVEL: Short
        protected static val PROP_SPECULAR_TEXTURE: Short
        protected static val PROP_SPEZIAL_ID: Short
        protected static val PROP_TEXTURE: Short
        protected static val TYPE_COLOR: Int
        protected static val TYPE_TEXTURE: Int
      open class BlockSimpleMaterial : ATextureBlockParser
        Module Contents BlockSimpleMaterial()
        open fun getMaterial(): Material!
        static val MATERIAL_TYPE_COLOR: Byte
        static val MATERIAL_TYPE_TEXTURE: Byte
        protected var mLookupName: String!
        protected var mMaterial: Material!
        protected var mMaterialType: Byte
        protected var mShadingMethodCount: Byte
        protected var mSpezialType: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_ALPHA: Short
        protected static val PROP_ALPHA_BLENDING: Short
        protected static val PROP_AMBIENT_COLOR: Short
        protected static val PROP_AMBIENT_LEVEL: Short
        protected static val PROP_AMBIENT_TEXTURE: Short
        protected static val PROP_BINARY_ALPHA_THRESHOLD: Short
        protected static val PROP_BLEND_MODE: Short
        protected static val PROP_BOTH_SIDES: Short
        protected static val PROP_COLOR: Short
        protected static val PROP_DIFFUSE_LEVEL: Short
        protected static val PROP_LIGHT_PICKER: Short
        protected static val PROP_MIPMAP: Short
        protected static val PROP_NORMAL_TEXTURE: Short
        protected static val PROP_PRE_MULTIPLIED: Short
        protected static val PROP_REPEAT: Short
        protected static val PROP_SMOOTH: Short
        protected static val PROP_SPECULAR_COLOR: Short
        protected static val PROP_SPECULAR_GLOSS: Short
        protected static val PROP_SPECULAR_LEVEL: Short
        protected static val PROP_SPECULAR_TEXTURE: Short
        protected static val PROP_SPEZIAL_ID: Short
        protected static val PROP_TEXTURE: Short
        protected static val TYPE_COLOR: Int
        protected static val TYPE_TEXTURE: Int
      open class BlockSkeleton : ABlockParser
        Module Contents BlockSkeleton()
        open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mJoints: Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mLookupName: String!
        protected var mNumJoints: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkeleton : ABlockParser
        Module Contents BlockSkeleton()
        open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mJoints: Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mLookupName: String!
        protected var mNumJoints: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkeletonAnimation : ABlockParser
        Module Contents BlockSkeletonAnimation()
        open fun getAnimation(): SkeletalAnimationSequence!
        protected var mLookupName: String!
        protected var mNumFrames: Int
        protected var mSkelAnim: SkeletalAnimationSequence!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkeletonAnimation : ABlockParser
        Module Contents BlockSkeletonAnimation()
        open fun getAnimation(): SkeletalAnimationSequence!
        protected var mLookupName: String!
        protected var mNumFrames: Int
        protected var mSkelAnim: SkeletalAnimationSequence!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkeletonPose : ABlockParser
        Module Contents BlockSkeletonPose()
        open fun getPoses(): SkeletalAnimationFrame!
        protected var mLookupName: String!
        protected var mNumTransforms: Int
        protected var mPose: SkeletalAnimationFrame!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkeletonPose : ABlockParser
        Module Contents BlockSkeletonPose()
        open fun getPoses(): SkeletalAnimationFrame!
        protected var mLookupName: String!
        protected var mNumTransforms: Int
        protected var mPose: SkeletalAnimationFrame!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkybox : ABlockParser
        Module Contents BlockSkybox()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkybox : ABlockParser
        Module Contents BlockSkybox()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockTextureProjector : ABlockParser
        Module Contents BlockTextureProjector()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockTextureProjector : ABlockParser
        Module Contents BlockTextureProjector()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockTriangleGeometry : ABaseObjectBlockParser
        Module Contents BlockTriangleGeometry()
        protected var finalObject: Object3D!
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObjects: Array<Object3D!>!
        protected var mLookupName: String!
        protected var mSubGeometryCount: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockTriangleGeometry : ABaseObjectBlockParser
        Module Contents BlockTriangleGeometry()
        protected var finalObject: Object3D!
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObjects: Array<Object3D!>!
        protected var mLookupName: String!
        protected var mSubGeometryCount: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockUVAnimation : ABlockParser
        Module Contents BlockUVAnimation()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockUVAnimation : ABlockParser
        Module Contents BlockUVAnimation()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BloomEffect : APostProcessingEffect
        Module Contents BloomEffect(scene: Scene!, camera: Camera!, width: Int, height: Int, lowerThreshold: Int, upperThreshold: Int, blendMode: BlendPass.BlendMode!)
        open fun initialize(renderer: Renderer!): Unit
      open class BloomEffect : APostProcessingEffect
        Module Contents BloomEffect(scene: Scene!, camera: Camera!, width: Int, height: Int, lowerThreshold: Int, upperThreshold: Int, blendMode: BlendPass.BlendMode!)
        open fun initialize(renderer: Renderer!): Unit
      open class BlurPass : EffectPass
        Module Contents BlurPass(direction: BlurPass.Direction!, radius: Float, screenWidth: Int, screenHeight: Int)
        class Direction
          Module Contents HORIZONTAL
          VERTICAL
        protected var mBlurDirection: BlurPass.Direction!
        protected var mDirection: FloatArray!
        protected var mRadius: Float
        protected var mResolution: Float
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class BlurPass : EffectPass
        Module Contents BlurPass(direction: BlurPass.Direction!, radius: Float, screenWidth: Int, screenHeight: Int)
        class Direction
          Module Contents HORIZONTAL
          VERTICAL
        protected var mBlurDirection: BlurPass.Direction!
        protected var mDirection: FloatArray!
        protected var mRadius: Float
        protected var mResolution: Float
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class BoundingBox : IBoundingVolume
        Module Contents BoundingBox()
        BoundingBox(min: Vector3!, max: Vector3!)
        BoundingBox(points: Array<Vector3!>!)
        BoundingBox(geometry: Geometry3D!)
        open fun calculateBounds(geometry: Geometry3D!): Unit
        open fun calculatePoints(): Unit
        open fun copyPoints(pts: Array<Vector3!>!): Unit
        open fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        open fun getBoundingColor(): Int
        open fun getMax(): Vector3!
        open fun getMin(): Vector3!
        open fun getPosition(): Vector3!
        open fun getTransformedMax(): Vector3!
        open fun getTransformedMin(): Vector3!
        open fun getVisual(): Object3D!
        open fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        protected var mBoundingColor: AtomicInteger!
        protected var mGeometry: Geometry3D!
        protected var mI: Int
        protected val mMax: Vector3!
        protected val mMin: Vector3!
        protected val mPoints: Array<Vector3!>!
        protected val mPosition: Vector3!
        protected val mTmp: Array<Vector3!>!
        protected val mTmpMatrix: Matrix4!
        protected val mTmpMax: Vector3!
        protected val mTmpMin: Vector3!
        protected val mTransformedMax: Vector3!
        protected val mTransformedMin: Vector3!
        protected val mTransformedPosition: Vector3!
        protected var mVisualBox: Cube!
        open fun setBoundingColor(color: Int): Unit
        open fun setMax(max: Vector3!): Unit
        open fun setMin(min: Vector3!): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4!): Unit
      open class BoundingBox : IBoundingVolume
        Module Contents BoundingBox()
        BoundingBox(min: Vector3!, max: Vector3!)
        BoundingBox(points: Array<Vector3!>!)
        BoundingBox(geometry: Geometry3D!)
        open fun calculateBounds(geometry: Geometry3D!): Unit
        open fun calculatePoints(): Unit
        open fun copyPoints(pts: Array<Vector3!>!): Unit
        open fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        open fun getBoundingColor(): Int
        open fun getMax(): Vector3!
        open fun getMin(): Vector3!
        open fun getPosition(): Vector3!
        open fun getTransformedMax(): Vector3!
        open fun getTransformedMin(): Vector3!
        open fun getVisual(): Object3D!
        open fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        protected var mBoundingColor: AtomicInteger!
        protected var mGeometry: Geometry3D!
        protected var mI: Int
        protected val mMax: Vector3!
        protected val mMin: Vector3!
        protected val mPoints: Array<Vector3!>!
        protected val mPosition: Vector3!
        protected val mTmp: Array<Vector3!>!
        protected val mTmpMatrix: Matrix4!
        protected val mTmpMax: Vector3!
        protected val mTmpMin: Vector3!
        protected val mTransformedMax: Vector3!
        protected val mTransformedMin: Vector3!
        protected val mTransformedPosition: Vector3!
        protected var mVisualBox: Cube!
        open fun setBoundingColor(color: Int): Unit
        open fun setMax(max: Vector3!): Unit
        open fun setMin(min: Vector3!): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4!): Unit
      open class BoundingSphere : IBoundingVolume
        Module Contents BoundingSphere()
        BoundingSphere(geometry: Geometry3D!)
        open fun calculateBounds(geometry: Geometry3D!): Unit
        open fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        open fun getBoundingColor(): Int
        open fun getPosition(): Vector3!
        open fun getRadius(): Double
        open fun getScale(): Double
        open fun getScaledRadius(): Double
        open fun getVisual(): Object3D!
        open fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        protected var mBoundingColor: Int
        protected var mDist: Double
        protected var mGeometry: Geometry3D!
        protected var mMinDist: Double
        protected val mPosition: Vector3!
        protected var mRadius: Double
        protected var mScale: Double
        protected val mScaleValues: DoubleArray!
        protected val mTmpMatrix: Matrix4!
        protected val mTmpPos: Vector3!
        protected var mVisualSphere: Sphere!
        open fun setBoundingColor(color: Int): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4!): Unit
      open class BoundingSphere : IBoundingVolume
        Module Contents BoundingSphere()
        BoundingSphere(geometry: Geometry3D!)
        open fun calculateBounds(geometry: Geometry3D!): Unit
        open fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        open fun getBoundingColor(): Int
        open fun getPosition(): Vector3!
        open fun getRadius(): Double
        open fun getScale(): Double
        open fun getScaledRadius(): Double
        open fun getVisual(): Object3D!
        open fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        protected var mBoundingColor: Int
        protected var mDist: Double
        protected var mGeometry: Geometry3D!
        protected var mMinDist: Double
        protected val mPosition: Vector3!
        protected var mRadius: Double
        protected var mScale: Double
        protected val mScaleValues: DoubleArray!
        protected val mTmpMatrix: Matrix4!
        protected val mTmpPos: Vector3!
        protected var mVisualSphere: Sphere!
        open fun setBoundingColor(color: Int): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4!): Unit
      open class BufferInfo
        Module Contents BufferInfo()
        BufferInfo(bufferType: Geometry3D.BufferType!, buffer: Buffer!)
        var buffer: Buffer!
        var bufferHandle: Int
        var bufferType: Geometry3D.BufferType!
        var byteSize: Int
        var offset: Int
        var rajawaliHandle: Int
        var stride: Int
        var target: Int
        open fun toString(): String
        var type: Int
        var usage: Int
      open class BufferInfo
        Module Contents BufferInfo()
        BufferInfo(bufferType: Geometry3D.BufferType!, buffer: Buffer!)
        var buffer: Buffer!
        var bufferHandle: Int
        var bufferType: Geometry3D.BufferType!
        var byteSize: Int
        var offset: Int
        var rajawaliHandle: Int
        var stride: Int
        var target: Int
        open fun toString(): String
        var type: Int
        var usage: Int
      class BuildConfig
        Module Contents BuildConfig()
        static val BUILD_TYPE: String
        static val DEBUG: Boolean
        static val LIBRARY_PACKAGE_NAME: String
        static val VERSION_NAME: String
      class BuildConfig
        Module Contents BuildConfig()
        static val BUILD_TYPE: String
        static val DEBUG: Boolean
        static val LIBRARY_PACKAGE_NAME: String
        static val VERSION_NAME: String
      open class Camera : ATransformable3D
        Module Contents Camera()
        open fun clone(): Camera!
        open fun getFarPlane(): Double
        open fun getFieldOfView(): Double
        open fun getFrustum(): Frustum!
        open fun getFrustumCorners(points: Array<Vector3!>!): Unit
        open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean): Unit
        open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean, inverse: Boolean): Unit
        open fun getNearPlane(): Double
        open fun getProjectionMatrix(): Matrix4!
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getViewMatrix(): Matrix4!
        open fun isInitialized(): Boolean
        protected var mBoundingBox: BoundingBox!
        protected var mCameraDirty: Boolean
        protected var mFarPlane: Double
        protected var mFieldOfView: Double
        protected var mFrustum: Frustum!
        protected var mFrustumCorners: Array<Vector3!>!
        protected val mFrustumLock: Any!
        protected var mIsInitialized: Boolean
        protected var mLastHeight: Int
        protected var mLastWidth: Int
        protected var mLocalOrientation: Quaternion!
        protected var mNearPlane: Double
        protected val mProjMatrix: Matrix4!
        protected val mScratchMatrix: Matrix4!
        protected val mViewMatrix: Matrix4!
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
        open fun resetCameraOrientation(): Unit
        open fun setCameraOrientation(quaternion: Quaternion!): Unit
        open fun setCameraPitch(angle: Double): Unit
        open fun setCameraRoll(angle: Double): Unit
        open fun setCameraYaw(angle: Double): Unit
        open fun setFarPlane(farPlane: Double): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setNearPlane(nearPlane: Double): Unit
        open fun setProjectionMatrix(matrix: Matrix4!): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
        open fun updateFrustum(invVPMatrix: Matrix4!): Unit
        open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
        open fun updatePerspective(fovX: Double, fovY: Double): Unit
      open class Camera : ATransformable3D
        Module Contents Camera()
        open fun clone(): Camera!
        open fun getFarPlane(): Double
        open fun getFieldOfView(): Double
        open fun getFrustum(): Frustum!
        open fun getFrustumCorners(points: Array<Vector3!>!): Unit
        open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean): Unit
        open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean, inverse: Boolean): Unit
        open fun getNearPlane(): Double
        open fun getProjectionMatrix(): Matrix4!
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getViewMatrix(): Matrix4!
        open fun isInitialized(): Boolean
        protected var mBoundingBox: BoundingBox!
        protected var mCameraDirty: Boolean
        protected var mFarPlane: Double
        protected var mFieldOfView: Double
        protected var mFrustum: Frustum!
        protected var mFrustumCorners: Array<Vector3!>!
        protected val mFrustumLock: Any!
        protected var mIsInitialized: Boolean
        protected var mLastHeight: Int
        protected var mLastWidth: Int
        protected var mLocalOrientation: Quaternion!
        protected var mNearPlane: Double
        protected val mProjMatrix: Matrix4!
        protected val mScratchMatrix: Matrix4!
        protected val mViewMatrix: Matrix4!
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
        open fun resetCameraOrientation(): Unit
        open fun setCameraOrientation(quaternion: Quaternion!): Unit
        open fun setCameraPitch(angle: Double): Unit
        open fun setCameraRoll(angle: Double): Unit
        open fun setCameraYaw(angle: Double): Unit
        open fun setFarPlane(farPlane: Double): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setNearPlane(nearPlane: Double): Unit
        open fun setProjectionMatrix(matrix: Matrix4!): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
        open fun updateFrustum(invVPMatrix: Matrix4!): Unit
        open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
        open fun updatePerspective(fovX: Double, fovY: Double): Unit
      open class Camera2D : Camera
        Module Contents Camera2D()
        open fun getHeight(): Double
        open fun getWidth(): Double
        open fun setHeight(height: Double): Unit
        open fun setProjectionMatrix(widthNotUsed: Int, heightNotUsed: Int): Unit
        open fun setWidth(width: Double): Unit
      open class Camera2D : Camera
        Module Contents Camera2D()
        open fun getHeight(): Double
        open fun getWidth(): Double
        open fun setHeight(height: Double): Unit
        open fun setProjectionMatrix(widthNotUsed: Int, heightNotUsed: Int): Unit
        open fun setWidth(width: Double): Unit
      open class Capabilities
        Module Contents open static fun getEGLMajorVersion(): Int
        open static fun getEGLMinorVersion(): Int
        @NonNull open fun getExtensions(): Array<String!>
        open static fun getGLESMajorVersion(): Int
        @NonNull open static fun getInstance(): Capabilities
        open fun getMaxAliasedLineWidth(): Int
        open fun getMaxAliasedPointSize(): Int
        open fun getMaxCombinedTextureUnits(): Int
        open fun getMaxCubeMapTextureSize(): Int
        open fun getMaxFragmentUniformVectors(): Int
        open fun getMaxRenderbufferSize(): Int
        open fun getMaxTextureImageUnits(): Int
        open fun getMaxTextureSize(): Int
        open fun getMaxVaryingVectors(): Int
        open fun getMaxVertexAttribs(): Int
        open fun getMaxVertexTextureImageUnits(): Int
        open fun getMaxVertexUniformVectors(): Int
        open fun getMaxViewportHeight(): Int
        open fun getMaxViewportWidth(): Int
        open fun getMinAliasedLineWidth(): Int
        open fun getMinAliasedPointSize(): Int
        @NonNull open fun getRenderer(): String
        @NonNull open fun getVendor(): String
        @NonNull open fun getVersion(): String
        open fun toString(): String
        open class UnsupportedCapabilityException : Exception
          Module Contents UnsupportedCapabilityException()
          UnsupportedCapabilityException(detailMessage: String!)
          UnsupportedCapabilityException(detailMessage: String!, throwable: Throwable!)
          UnsupportedCapabilityException(throwable: Throwable!)
        open fun verifyExtension(@NonNull extension: String): Unit
      open class Capabilities
        Module Contents open static fun getEGLMajorVersion(): Int
        open static fun getEGLMinorVersion(): Int
        @NonNull open fun getExtensions(): Array<String!>
        open static fun getGLESMajorVersion(): Int
        @NonNull open static fun getInstance(): Capabilities
        open fun getMaxAliasedLineWidth(): Int
        open fun getMaxAliasedPointSize(): Int
        open fun getMaxCombinedTextureUnits(): Int
        open fun getMaxCubeMapTextureSize(): Int
        open fun getMaxFragmentUniformVectors(): Int
        open fun getMaxRenderbufferSize(): Int
        open fun getMaxTextureImageUnits(): Int
        open fun getMaxTextureSize(): Int
        open fun getMaxVaryingVectors(): Int
        open fun getMaxVertexAttribs(): Int
        open fun getMaxVertexTextureImageUnits(): Int
        open fun getMaxVertexUniformVectors(): Int
        open fun getMaxViewportHeight(): Int
        open fun getMaxViewportWidth(): Int
        open fun getMinAliasedLineWidth(): Int
        open fun getMinAliasedPointSize(): Int
        @NonNull open fun getRenderer(): String
        @NonNull open fun getVendor(): String
        @NonNull open fun getVersion(): String
        open fun toString(): String
        open class UnsupportedCapabilityException : Exception
          Module Contents UnsupportedCapabilityException()
          UnsupportedCapabilityException(detailMessage: String!)
          UnsupportedCapabilityException(detailMessage: String!, throwable: Throwable!)
          UnsupportedCapabilityException(throwable: Throwable!)
        open fun verifyExtension(@NonNull extension: String): Unit
      open class CatmullRomCurve3D : ICurve3D
        Module Contents CatmullRomCurve3D()
        open fun addPoint(point: Vector3!): Unit
        protected open fun b(i: Int, t: Double): Double
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        protected static val DELTA: Double
        protected static val EPSILON: Int
        open fun getCurrentTangent(): Vector3!
        open fun getLength(segments: Int): Double
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3!
        open fun getPoints(): MutableList<Vector3!>!
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mCalculateTangents: Boolean
        protected var mCurrentPoint: Vector3!
        protected var mCurrentTangent: Vector3!
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Vector3!>!
        protected var mSegmentLengths: DoubleArray!
        protected var mSelectedIndex: Int
        protected open fun pow2(value: Double): Double
        open fun reparametrizeForUniformDistribution(resolution: Int): Unit
        open fun selectPoint(point: Vector3!): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CatmullRomCurve3D : ICurve3D
        Module Contents CatmullRomCurve3D()
        open fun addPoint(point: Vector3!): Unit
        protected open fun b(i: Int, t: Double): Double
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        protected static val DELTA: Double
        protected static val EPSILON: Int
        open fun getCurrentTangent(): Vector3!
        open fun getLength(segments: Int): Double
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3!
        open fun getPoints(): MutableList<Vector3!>!
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mCalculateTangents: Boolean
        protected var mCurrentPoint: Vector3!
        protected var mCurrentTangent: Vector3!
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Vector3!>!
        protected var mSegmentLengths: DoubleArray!
        protected var mSelectedIndex: Int
        protected open fun pow2(value: Double): Double
        open fun reparametrizeForUniformDistribution(resolution: Int): Unit
        open fun selectPoint(point: Vector3!): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class ChaseCamera : AObjectCamera
        Module Contents ChaseCamera()
        ChaseCamera(cameraOffset: Vector3!)
        ChaseCamera(cameraOffset: Vector3!, objectToChase: Object3D!)
        open fun getViewMatrix(): Matrix4!
        open fun setLinkedObject(object: Object3D!): Unit
      open class ChaseCamera : AObjectCamera
        Module Contents ChaseCamera()
        ChaseCamera(cameraOffset: Vector3!)
        ChaseCamera(cameraOffset: Vector3!, objectToChase: Object3D!)
        open fun getViewMatrix(): Matrix4!
        open fun setLinkedObject(object: Object3D!): Unit
      open class ClearMaskPass : APass
        Module Contents ClearMaskPass()
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class ClearMaskPass : APass
        Module Contents ClearMaskPass()
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class CoalesceAnimation3D : Animation3D
        Module Contents CoalesceAnimation3D(rootConfig: CoalesceAnimation3D.CoalesceConfig!)
        open fun addCoalescingGroup(objects: MutableList<CoalesceAnimation3D.CoalesceConfig!>!): Unit
        open fun addCoalescingObject(object: CoalesceAnimation3D.CoalesceConfig!): Unit
        protected open fun applyTransformation(): Unit
        open class CoalesceConfig
          Module Contents CoalesceConfig(spiral: ASpiral3D!, object: ATransformable3D!, coalesceAround: ATransformable3D!, endProximity: Double)
          CoalesceConfig(spiral: ASpiral3D!, object: ATransformable3D!, coalesceAround: Vector3!, endProximity: Double)
          val coalesceAroundObject: ATransformable3D!
          val coalesceAroundPoint: Vector3!
          val endProximity: Double
          val object: ATransformable3D!
          val spiral: ASpiral3D!
      open class CoalesceAnimation3D : Animation3D
        Module Contents CoalesceAnimation3D(rootConfig: CoalesceAnimation3D.CoalesceConfig!)
        open fun addCoalescingGroup(objects: MutableList<CoalesceAnimation3D.CoalesceConfig!>!): Unit
        open fun addCoalescingObject(object: CoalesceAnimation3D.CoalesceConfig!): Unit
        protected open fun applyTransformation(): Unit
        open class CoalesceConfig
          Module Contents CoalesceConfig(spiral: ASpiral3D!, object: ATransformable3D!, coalesceAround: ATransformable3D!, endProximity: Double)
          CoalesceConfig(spiral: ASpiral3D!, object: ATransformable3D!, coalesceAround: Vector3!, endProximity: Double)
          val coalesceAroundObject: ATransformable3D!
          val coalesceAroundPoint: Vector3!
          val endProximity: Double
          val object: ATransformable3D!
          val spiral: ASpiral3D!
      open class ColorAnimation3D : Animation3D
        Module Contents ColorAnimation3D(fromColor: Int, toColor: Int)
        protected open fun applyTransformation(): Unit
        protected val mAddedColor: FloatArray!
        protected val mDiffAlpha: Int
        protected val mDiffColor: FloatArray!
        protected val mFromAlpha: Int
        protected val mFromColor: FloatArray!
        protected var mMultipliedAlpha: Int
        protected val mMultipliedColor: FloatArray!
        protected val mToAlpha: Int
        protected val mToColor: FloatArray!
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class ColorAnimation3D : Animation3D
        Module Contents ColorAnimation3D(fromColor: Int, toColor: Int)
        protected open fun applyTransformation(): Unit
        protected val mAddedColor: FloatArray!
        protected val mDiffAlpha: Int
        protected val mDiffColor: FloatArray!
        protected val mFromAlpha: Int
        protected val mFromColor: FloatArray!
        protected var mMultipliedAlpha: Int
        protected val mMultipliedColor: FloatArray!
        protected val mToAlpha: Int
        protected val mToColor: FloatArray!
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class ColorThresholdPass : EffectPass
        Module Contents ColorThresholdPass(lowerThreshold: Int, upperThreshold: Int)
        open fun setShaderParams(): Unit
      open class ColorThresholdPass : EffectPass
        Module Contents ColorThresholdPass(lowerThreshold: Int, upperThreshold: Int)
        open fun setShaderParams(): Unit
      open class CompoundCurve3D : ICurve3D
        Module Contents CompoundCurve3D()
        open fun addCurve(curve: ICurve3D!): Unit
        open fun calculatePoint(point: Vector3!, t: Double): Unit
        protected static val DELTA: Double
        open fun getCurrentTangent(): Vector3!
        open fun getNumCurves(): Int
        protected var mCurrentCurve: ICurve3D!
        protected var mCurves: Stack<ICurve3D!>!
        protected var mNumCurves: Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CompoundCurve3D : ICurve3D
        Module Contents CompoundCurve3D()
        open fun addCurve(curve: ICurve3D!): Unit
        open fun calculatePoint(point: Vector3!, t: Double): Unit
        protected static val DELTA: Double
        open fun getCurrentTangent(): Vector3!
        open fun getNumCurves(): Int
        protected var mCurrentCurve: ICurve3D!
        protected var mCurves: Stack<ICurve3D!>!
        protected var mNumCurves: Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CookTorranceFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents CookTorranceFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, roughness: Float)
        CookTorranceFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, roughness: Float, extinctionCoefficient: Float, textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setExtinctionCoefficient(extinctionCoefficient: Float): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setRoughness(roughness: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class CookTorranceFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents CookTorranceFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, roughness: Float)
        CookTorranceFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, roughness: Float, extinctionCoefficient: Float, textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setExtinctionCoefficient(extinctionCoefficient: Float): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setRoughness(roughness: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class CoordinateTrident : Object3D
        Module Contents CoordinateTrident()
      open class CoordinateTrident : Object3D
        Module Contents CoordinateTrident()
      open class CopyPass : Material
        Module Contents CopyPass()
        open fun setOpacity(opacity: Float): Unit
      open class CopyPass : Material
        Module Contents CopyPass()
        open fun setOpacity(opacity: Float): Unit
      open class CopyToNewRenderTargetPass : EffectPass
        Module Contents CopyToNewRenderTargetPass(name: String!, renderer: Renderer!, width: Int, height: Int)
        open fun getRenderTarget(): RenderTarget!
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class CopyToNewRenderTargetPass : EffectPass
        Module Contents CopyToNewRenderTargetPass(name: String!, renderer: Renderer!, width: Int, height: Int)
        open fun getRenderTarget(): RenderTarget!
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class Cube : Object3D
        Module Contents Cube(size: Float)
        Cube(size: Float, isSkybox: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Cube : Object3D
        Module Contents Cube(size: Float)
        Cube(size: Float, isSkybox: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class CubeMapTexture : AMultiTexture
        Module Contents CubeMapTexture(other: CubeMapTexture!)
        CubeMapTexture(textureName: String!)
        CubeMapTexture(textureName: String!, resourceIds: IntArray!)
        CubeMapTexture(textureName: String!, bitmaps: Array<Bitmap!>!)
        CubeMapTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        CubeMapTexture(textureName: String!, compressedTextures: Array<ACompressedTexture!>!)
        protected open fun add(): Unit
        open fun clone(): CubeMapTexture!
        val CUBE_FACES: IntArray!
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
        protected open fun remove(): Unit
        protected open fun replace(): Unit
      open class CubeMapTexture : AMultiTexture
        Module Contents CubeMapTexture(other: CubeMapTexture!)
        CubeMapTexture(textureName: String!)
        CubeMapTexture(textureName: String!, resourceIds: IntArray!)
        CubeMapTexture(textureName: String!, bitmaps: Array<Bitmap!>!)
        CubeMapTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        CubeMapTexture(textureName: String!, compressedTextures: Array<ACompressedTexture!>!)
        protected open fun add(): Unit
        open fun clone(): CubeMapTexture!
        val CUBE_FACES: IntArray!
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
        protected open fun remove(): Unit
        protected open fun replace(): Unit
      open class CubicBezierCurve3D : ICurve3D
        Module Contents CubicBezierCurve3D()
        CubicBezierCurve3D(point1: Vector3!, controlPoint1: Vector3!, controlPoint2: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, controlPoint1: Vector3!, controlPoint2: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CubicBezierCurve3D : ICurve3D
        Module Contents CubicBezierCurve3D()
        CubicBezierCurve3D(point1: Vector3!, controlPoint1: Vector3!, controlPoint2: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, controlPoint1: Vector3!, controlPoint2: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class Cylinder : Object3D
        Module Contents Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int)
        Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      open class Cylinder : Object3D
        Module Contents Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int)
        Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      abstract class Daydream : DreamService, IDisplay
        Module Contents Daydream()
        protected var mLayout: FrameLayout!
        protected var mSurfaceView: SurfaceView!
        open fun onAttachedToWindow(): Unit
        open fun onDetachedFromWindow(): Unit
        open fun onDreamingStarted(): Unit
        open fun onDreamingStopped(): Unit
        protected open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        protected open fun setRenderer(renderer: ISurfaceRenderer!): Unit
      abstract class Daydream : DreamService, IDisplay
        Module Contents Daydream()
        protected var mLayout: FrameLayout!
        protected var mSurfaceView: SurfaceView!
        open fun onAttachedToWindow(): Unit
        open fun onDetachedFromWindow(): Unit
        open fun onDreamingStarted(): Unit
        open fun onDreamingStopped(): Unit
        protected open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        protected open fun setRenderer(renderer: ISurfaceRenderer!): Unit
      open class DebugBoundingBox : DebugObject3D
        Module Contents DebugBoundingBox()
        DebugBoundingBox(light: ALight!, color: Int, lineThickness: Int)
        open fun updateBoundingBox(boundingBox: BoundingBox!): Unit
      open class DebugBoundingBox : DebugObject3D
        Module Contents DebugBoundingBox()
        DebugBoundingBox(light: ALight!, color: Int, lineThickness: Int)
        open fun updateBoundingBox(boundingBox: BoundingBox!): Unit
      open class DebugCamera : DebugObject3D
        Module Contents DebugCamera(camera: Camera!)
        DebugCamera(camera: Camera!, color: Int, lineThickness: Int)
        protected var mFrustumCornersTransformed: Array<Vector3!>!
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun updateFrustum(): Unit
      open class DebugCamera : DebugObject3D
        Module Contents DebugCamera(camera: Camera!)
        DebugCamera(camera: Camera!, color: Int, lineThickness: Int)
        protected var mFrustumCornersTransformed: Array<Vector3!>!
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun updateFrustum(): Unit
      open class DebugLight : DebugObject3D
        Module Contents DebugLight(light: ALight!)
        DebugLight(light: ALight!, color: Int, lineThickness: Int)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
      open class DebugLight : DebugObject3D
        Module Contents DebugLight(light: ALight!)
        DebugLight(light: ALight!, color: Int, lineThickness: Int)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
      open class DebugObject3D : Line3D
        Module Contents DebugObject3D()
        DebugObject3D(color: Int, lineThickness: Int)
        protected var mRenderer: Renderer!
        open fun setRenderer(renderer: Renderer!): Unit
      open class DebugObject3D : Line3D
        Module Contents DebugObject3D()
        DebugObject3D(color: Int, lineThickness: Int)
        protected var mRenderer: Renderer!
        open fun setRenderer(renderer: Renderer!): Unit
      abstract class DebugRenderer : Renderer
        Module Contents DebugRenderer(context: Context!, debugConfig: GLDebugger.Builder!, registerForResources: Boolean)
        open fun onRenderFrame(gl: GL10!): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
      abstract class DebugRenderer : Renderer
        Module Contents DebugRenderer(context: Context!, debugConfig: GLDebugger.Builder!, registerForResources: Boolean)
        open fun onRenderFrame(gl: GL10!): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
      open class DebugVisualizer : Object3D
        Module Contents DebugVisualizer(renderer: Renderer!)
        open fun addChild(child: DebugObject3D!): Unit
      open class DebugVisualizer : Object3D
        Module Contents DebugVisualizer(renderer: Renderer!)
        open fun addChild(child: DebugObject3D!): Unit
      open class DecalMaterialPlugin : IMaterialPlugin
        Module Contents DecalMaterialPlugin(decalMap: Texture!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class DecalMaterialPlugin : IMaterialPlugin
        Module Contents DecalMaterialPlugin(decalMap: Texture!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class DepthMaterialPlugin : IMaterialPlugin
        Module Contents DepthMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setFarPlane(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class DepthMaterialPlugin : IMaterialPlugin
        Module Contents DepthMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setFarPlane(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class DepthPass : APass
        Module Contents DepthPass(scene: Scene!, camera: Camera!)
        protected var mCamera: Camera!
        protected var mDepthPlugin: DepthMaterialPlugin!
        protected var mOldCamera: Camera!
        protected var mScene: Scene!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class DepthPass : APass
        Module Contents DepthPass(scene: Scene!, camera: Camera!)
        protected var mCamera: Camera!
        protected var mDepthPlugin: DepthMaterialPlugin!
        protected var mOldCamera: Camera!
        protected var mScene: Scene!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      abstract class DiffuseMethod
        Module Contents DiffuseMethod()
        class DiffuseShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          L_NDOTL
        class Lambert : IDiffuseMethod
          Module Contents Lambert()
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
        class OrenNayar : IDiffuseMethod
          Module Contents OrenNayar()
          OrenNayar(roughness: Float)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getRoughness(): Float
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setRoughness(intensity: Float): Unit
        class Toon : IDiffuseMethod
          Module Contents Toon()
          Toon(toonColor0: Int, toonColor1: Int, toonColor2: Int, toonColor3: Int)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
          @NonNull fun toString(): String
      abstract class DiffuseMethod
        Module Contents DiffuseMethod()
        class DiffuseShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          L_NDOTL
        class Lambert : IDiffuseMethod
          Module Contents Lambert()
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
        class OrenNayar : IDiffuseMethod
          Module Contents OrenNayar()
          OrenNayar(roughness: Float)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getRoughness(): Float
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setRoughness(intensity: Float): Unit
        class Toon : IDiffuseMethod
          Module Contents Toon()
          Toon(toonColor0: Int, toonColor1: Int, toonColor2: Int, toonColor3: Int)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
          @NonNull fun toString(): String
      open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents DiffuseTextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents DiffuseTextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class DirectionalLight : ALight
        Module Contents DirectionalLight()
        DirectionalLight(xDir: Double, yDir: Double, zDir: Double)
        open fun getDirection(): DoubleArray!
        open fun getDirectionVector(): Vector3!
        protected var mDirection: DoubleArray!
        protected var mDirectionVec: Vector3!
        protected val mForwardAxis: Vector3!
        open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
      open class DirectionalLight : ALight
        Module Contents DirectionalLight()
        DirectionalLight(xDir: Double, yDir: Double, zDir: Double)
        open fun getDirection(): DoubleArray!
        open fun getDirectionVector(): Vector3!
        protected var mDirection: DoubleArray!
        protected var mDirectionVec: Vector3!
        protected val mForwardAxis: Vector3!
        open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
      open class Dxt1Texture : ACompressedTexture
        Module Contents Dxt1Texture(other: Dxt1Texture!)
        Dxt1Texture(textureName: String!, byteBuffer: ByteBuffer!, dxt1Format: Dxt1Texture.Dxt1Format!)
        Dxt1Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, dxt1Format: Dxt1Texture.Dxt1Format!)
        open fun clone(): Dxt1Texture!
        class Dxt1Format
          Module Contents RGB
          RGBA
        open fun getDxt1Format(): Dxt1Texture.Dxt1Format!
        protected var mDxt1Format: Dxt1Texture.Dxt1Format!
        open fun setDxt1Format(dxt1Format: Dxt1Texture.Dxt1Format!): Unit
        open fun setFrom(other: Dxt1Texture!): Unit
      open class Dxt1Texture : ACompressedTexture
        Module Contents Dxt1Texture(other: Dxt1Texture!)
        Dxt1Texture(textureName: String!, byteBuffer: ByteBuffer!, dxt1Format: Dxt1Texture.Dxt1Format!)
        Dxt1Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, dxt1Format: Dxt1Texture.Dxt1Format!)
        open fun clone(): Dxt1Texture!
        class Dxt1Format
          Module Contents RGB
          RGBA
        open fun getDxt1Format(): Dxt1Texture.Dxt1Format!
        protected var mDxt1Format: Dxt1Texture.Dxt1Format!
        open fun setDxt1Format(dxt1Format: Dxt1Texture.Dxt1Format!): Unit
        open fun setFrom(other: Dxt1Texture!): Unit
      open class EffectPass : APass
        Module Contents EffectPass()
        EffectPass(@NonNull material: Material)
        protected open fun createMaterial(@NonNull vertexShader: VertexShader, @NonNull fragmentShader: FragmentShader): Unit
        protected open fun createMaterial(@RawRes vertexShaderResourceId: Int, @RawRes fragmentShaderResourceId: Int): Unit
        protected var mFragmentShader: FragmentShader!
        protected var mOpacity: Float
        protected var mReadTarget: RenderTarget!
        protected var mVertexShader: VertexShader!
        protected var mWriteTarget: RenderTarget!
        protected val PARAM_BLEND_TEXTURE: String!
        protected val PARAM_DEPTH_TEXTURE: String!
        protected val PARAM_OPACITY: String!
        protected val PARAM_TEXTURE: String!
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setOpacity(value: Float): Unit
        open fun setShaderParams(): Unit
      open class EffectPass : APass
        Module Contents EffectPass()
        EffectPass(@NonNull material: Material)
        protected open fun createMaterial(@NonNull vertexShader: VertexShader, @NonNull fragmentShader: FragmentShader): Unit
        protected open fun createMaterial(@RawRes vertexShaderResourceId: Int, @RawRes fragmentShaderResourceId: Int): Unit
        protected var mFragmentShader: FragmentShader!
        protected var mOpacity: Float
        protected var mReadTarget: RenderTarget!
        protected var mVertexShader: VertexShader!
        protected var mWriteTarget: RenderTarget!
        protected val PARAM_BLEND_TEXTURE: String!
        protected val PARAM_DEPTH_TEXTURE: String!
        protected val PARAM_OPACITY: String!
        protected val PARAM_TEXTURE: String!
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setOpacity(value: Float): Unit
        open fun setShaderParams(): Unit
      open class EllipticalOrbitAnimation3D : Animation3D
        Module Contents EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, axis: Vector3.Axis!, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, axis: Vector3.Axis!, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        protected open fun applyTransformation(): Unit
        protected var mAngle: Double
        protected var mDirection: EllipticalOrbitAnimation3D.OrbitDirection!
        protected var mEccentricity: Double
        protected var mFocalPoint: Vector3!
        protected var mNormal: Vector3!
        protected var mPeriapsis: Vector3!
        protected var mScratch1: Vector3!
        protected var mScratch2: Vector3!
        protected var mScratch3: Vector3!
        class OrbitDirection
          Module Contents CLOCKWISE
          COUNTERCLOCKWISE
      open class EllipticalOrbitAnimation3D : Animation3D
        Module Contents EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, axis: Vector3.Axis!, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, axis: Vector3.Axis!, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        protected open fun applyTransformation(): Unit
        protected var mAngle: Double
        protected var mDirection: EllipticalOrbitAnimation3D.OrbitDirection!
        protected var mEccentricity: Double
        protected var mFocalPoint: Vector3!
        protected var mNormal: Vector3!
        protected var mPeriapsis: Vector3!
        protected var mScratch1: Vector3!
        protected var mScratch2: Vector3!
        protected var mScratch3: Vector3!
        class OrbitDirection
          Module Contents CLOCKWISE
          COUNTERCLOCKWISE
      open class EmissionMaterialPlugin : IMaterialPlugin
        Module Contents EmissionMaterialPlugin(emissionTexture: Texture!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class EmissionMaterialPlugin : IMaterialPlugin
        Module Contents EmissionMaterialPlugin(emissionTexture: Texture!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class EmptyGL10 : GL10
        Module Contents EmptyGL10()
        open fun glActiveTexture(texture: Int): Unit
        open fun glAlphaFunc(func: Int, ref: Float): Unit
        open fun glAlphaFuncx(func: Int, ref: Int): Unit
        open fun glBindTexture(target: Int, texture: Int): Unit
        open fun glBlendFunc(sfactor: Int, dfactor: Int): Unit
        open fun glClear(mask: Int): Unit
        open fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Unit
        open fun glClearDepthf(depth: Float): Unit
        open fun glClearDepthx(depth: Int): Unit
        open fun glClearStencil(s: Int): Unit
        open fun glClientActiveTexture(texture: Int): Unit
        open fun glColor4f(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Unit
        open fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
        open fun glColorPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
        open fun glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer!): Unit
        open fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer!): Unit
        open fun glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
        open fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
        open fun glCullFace(mode: Int): Unit
        open fun glDeleteTextures(n: Int, textures: IntArray!, offset: Int): Unit
        open fun glDeleteTextures(n: Int, textures: IntBuffer!): Unit
        open fun glDepthFunc(func: Int): Unit
        open fun glDepthMask(flag: Boolean): Unit
        open fun glDepthRangef(zNear: Float, zFar: Float): Unit
        open fun glDepthRangex(zNear: Int, zFar: Int): Unit
        open fun glDisable(cap: Int): Unit
        open fun glDisableClientState(array: Int): Unit
        open fun glDrawArrays(mode: Int, first: Int, count: Int): Unit
        open fun glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer!): Unit
        open fun glEnable(cap: Int): Unit
        open fun glEnableClientState(array: Int): Unit
        open fun glFinish(): Unit
        open fun glFlush(): Unit
        open fun glFogf(pname: Int, param: Float): Unit
        open fun glFogfv(pname: Int, params: FloatArray!, offset: Int): Unit
        open fun glFogfv(pname: Int, params: FloatBuffer!): Unit
        open fun glFogx(pname: Int, param: Int): Unit
        open fun glFogxv(pname: Int, params: IntArray!, offset: Int): Unit
        open fun glFogxv(pname: Int, params: IntBuffer!): Unit
        open fun glFrontFace(mode: Int): Unit
        open fun glFrustumf(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
        open fun glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
        open fun glGenTextures(n: Int, textures: IntArray!, offset: Int): Unit
        open fun glGenTextures(n: Int, textures: IntBuffer!): Unit
        open fun glGetError(): Int
        open fun glGetIntegerv(pname: Int, params: IntArray!, offset: Int): Unit
        open fun glGetIntegerv(pname: Int, params: IntBuffer!): Unit
        open fun glGetString(name: Int): String!
        open fun glHint(target: Int, mode: Int): Unit
        open fun glLightf(light: Int, pname: Int, param: Float): Unit
        open fun glLightfv(light: Int, pname: Int, params: FloatArray!, offset: Int): Unit
        open fun glLightfv(light: Int, pname: Int, params: FloatBuffer!): Unit
        open fun glLightModelf(pname: Int, param: Float): Unit
        open fun glLightModelfv(pname: Int, params: FloatArray!, offset: Int): Unit
        open fun glLightModelfv(pname: Int, params: FloatBuffer!): Unit
        open fun glLightModelx(pname: Int, param: Int): Unit
        open fun glLightModelxv(pname: Int, params: IntArray!, offset: Int): Unit
        open fun glLightModelxv(pname: Int, params: IntBuffer!): Unit
        open fun glLightx(light: Int, pname: Int, param: Int): Unit
        open fun glLightxv(light: Int, pname: Int, params: IntArray!, offset: Int): Unit
        open fun glLightxv(light: Int, pname: Int, params: IntBuffer!): Unit
        open fun glLineWidth(width: Float): Unit
        open fun glLineWidthx(width: Int): Unit
        open fun glLoadIdentity(): Unit
        open fun glLoadMatrixf(m: FloatArray!, offset: Int): Unit
        open fun glLoadMatrixf(m: FloatBuffer!): Unit
        open fun glLoadMatrixx(m: IntArray!, offset: Int): Unit
        open fun glLoadMatrixx(m: IntBuffer!): Unit
        open fun glLogicOp(opcode: Int): Unit
        open fun glMaterialf(face: Int, pname: Int, param: Float): Unit
        open fun glMaterialfv(face: Int, pname: Int, params: FloatArray!, offset: Int): Unit
        open fun glMaterialfv(face: Int, pname: Int, params: FloatBuffer!): Unit
        open fun glMaterialx(face: Int, pname: Int, param: Int): Unit
        open fun glMaterialxv(face: Int, pname: Int, params: IntArray!, offset: Int): Unit
        open fun glMaterialxv(face: Int, pname: Int, params: IntBuffer!): Unit
        open fun glMatrixMode(mode: Int): Unit
        open fun glMultiTexCoord4f(target: Int, s: Float, t: Float, r: Float, q: Float): Unit
        open fun glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Unit
        open fun glMultMatrixf(m: FloatArray!, offset: Int): Unit
        open fun glMultMatrixf(m: FloatBuffer!): Unit
        open fun glMultMatrixx(m: IntArray!, offset: Int): Unit
        open fun glMultMatrixx(m: IntBuffer!): Unit
        open fun glNormal3f(nx: Float, ny: Float, nz: Float): Unit
        open fun glNormal3x(nx: Int, ny: Int, nz: Int): Unit
        open fun glNormalPointer(type: Int, stride: Int, pointer: Buffer!): Unit
        open fun glOrthof(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
        open fun glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
        open fun glPixelStorei(pname: Int, param: Int): Unit
        open fun glPointSize(size: Float): Unit
        open fun glPointSizex(size: Int): Unit
        open fun glPolygonOffset(factor: Float, units: Float): Unit
        open fun glPolygonOffsetx(factor: Int, units: Int): Unit
        open fun glPopMatrix(): Unit
        open fun glPushMatrix(): Unit
        open fun glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit
        open fun glRotatef(angle: Float, x: Float, y: Float, z: Float): Unit
        open fun glRotatex(angle: Int, x: Int, y: Int, z: Int): Unit
        open fun glSampleCoverage(value: Float, invert: Boolean): Unit
        open fun glSampleCoveragex(value: Int, invert: Boolean): Unit
        open fun glScalef(x: Float, y: Float, z: Float): Unit
        open fun glScalex(x: Int, y: Int, z: Int): Unit
        open fun glScissor(x: Int, y: Int, width: Int, height: Int): Unit
        open fun glShadeModel(mode: Int): Unit
        open fun glStencilFunc(func: Int, ref: Int, mask: Int): Unit
        open fun glStencilMask(mask: Int): Unit
        open fun glStencilOp(fail: Int, zfail: Int, zpass: Int): Unit
        open fun glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
        open fun glTexEnvf(target: Int, pname: Int, param: Float): Unit
        open fun glTexEnvfv(target: Int, pname: Int, params: FloatArray!, offset: Int): Unit
        open fun glTexEnvfv(target: Int, pname: Int, params: FloatBuffer!): Unit
        open fun glTexEnvx(target: Int, pname: Int, param: Int): Unit
        open fun glTexEnvxv(target: Int, pname: Int, params: IntArray!, offset: Int): Unit
        open fun glTexEnvxv(target: Int, pname: Int, params: IntBuffer!): Unit
        open fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer!): Unit
        open fun glTexParameterf(target: Int, pname: Int, param: Float): Unit
        open fun glTexParameterx(target: Int, pname: Int, param: Int): Unit
        open fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit
        open fun glTranslatef(x: Float, y: Float, z: Float): Unit
        open fun glTranslatex(x: Int, y: Int, z: Int): Unit
        open fun glVertexPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
        open fun glViewport(x: Int, y: Int, width: Int, height: Int): Unit
      open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents EnvironmentMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents EnvironmentMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class Etc1Texture : ACompressedTexture
        Module Contents Etc1Texture(textureName: String!)
        Etc1Texture(resourceId: Int)
        Etc1Texture(textureName: String!, resourceId: Int, fallbackTexture: Bitmap!)
        Etc1Texture(textureName: String!, resourceIds: IntArray!)
        Etc1Texture(textureName: String!, byteBuffer: ByteBuffer!)
        Etc1Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        Etc1Texture(textureName: String!, compressedTexture: InputStream!, fallbackTexture: Bitmap!)
        Etc1Texture(other: Etc1Texture!)
        protected open fun add(): Unit
        open fun clone(): Etc1Texture!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mResourceId: Int
        protected var mResourceIds: IntArray!
        protected open fun reset(): Unit
        open fun setBitmap(bitmap: Bitmap!): Unit
        open fun setInputStream(compressedTexture: InputStream!, fallbackTexture: Bitmap!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      open class Etc1Texture : ACompressedTexture
        Module Contents Etc1Texture(textureName: String!)
        Etc1Texture(resourceId: Int)
        Etc1Texture(textureName: String!, resourceId: Int, fallbackTexture: Bitmap!)
        Etc1Texture(textureName: String!, resourceIds: IntArray!)
        Etc1Texture(textureName: String!, byteBuffer: ByteBuffer!)
        Etc1Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        Etc1Texture(textureName: String!, compressedTexture: InputStream!, fallbackTexture: Bitmap!)
        Etc1Texture(other: Etc1Texture!)
        protected open fun add(): Unit
        open fun clone(): Etc1Texture!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mResourceId: Int
        protected var mResourceIds: IntArray!
        protected open fun reset(): Unit
        open fun setBitmap(bitmap: Bitmap!): Unit
        open fun setInputStream(compressedTexture: InputStream!, fallbackTexture: Bitmap!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      open class Etc2Texture : ACompressedTexture
        Module Contents Etc2Texture(textureName: String!)
        Etc2Texture(resourceId: Int)
        Etc2Texture(textureName: String!, resourceId: Int, fallbackTexture: Bitmap!)
        Etc2Texture(textureName: String!, resourceIds: IntArray!)
        Etc2Texture(textureName: String!, byteBuffer: ByteBuffer!)
        Etc2Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        Etc2Texture(textureName: String!, compressedTexture: InputStream!, fallbackTexture: Bitmap!)
        Etc2Texture(other: Etc1Texture!)
        protected open fun add(): Unit
        open fun clone(): ATexture!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mResourceId: Int
        protected open fun reset(): Unit
        open fun setInputStream(compressedTexture: InputStream!, fallbackTexture: Bitmap!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      open class Etc2Texture : ACompressedTexture
        Module Contents Etc2Texture(textureName: String!)
        Etc2Texture(resourceId: Int)
        Etc2Texture(textureName: String!, resourceId: Int, fallbackTexture: Bitmap!)
        Etc2Texture(textureName: String!, resourceIds: IntArray!)
        Etc2Texture(textureName: String!, byteBuffer: ByteBuffer!)
        Etc2Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        Etc2Texture(textureName: String!, compressedTexture: InputStream!, fallbackTexture: Bitmap!)
        Etc2Texture(other: Etc1Texture!)
        protected open fun add(): Unit
        open fun clone(): ATexture!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mResourceId: Int
        protected open fun reset(): Unit
        open fun setInputStream(compressedTexture: InputStream!, fallbackTexture: Bitmap!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      open class ETC2Util
        Module Contents ETC2Util()
        open static fun createTexture(input: InputStream!): ETC2Util.ETC2Texture!
        class ETC2
          Module Contents ETC2()
          static fun getEncodedDataSize(width: Int, height: Int): Int
          static fun getEncodedHeight(header: ByteBuffer!): Int
          static fun getEncodedWidth(header: ByteBuffer!): Int
          static fun getETC2CompressionType(header: ByteBuffer!): Int
          static fun getHeight(header: ByteBuffer!): Int
          static fun getWidth(header: ByteBuffer!): Int
          static fun isValid(header: ByteBuffer!): Boolean
        open class ETC2Texture
          Module Contents ETC2Texture(type: Int, width: Int, height: Int, data: ByteBuffer!)
          open fun getCompressionFormat(): Int
          open fun getData(): ByteBuffer!
          open fun getHeight(): Int
          open fun getWidth(): Int
        static val GL_COMPRESSED_ETC1_RGB8_OES: Int
        static val GL_COMPRESSED_R11_EAC: Int
        static val GL_COMPRESSED_RG11_EAC: Int
        static val GL_COMPRESSED_RGB8_ETC2: Int
        static val GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        static val GL_COMPRESSED_RGBA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SIGNED_R11_EAC: Int
        static val GL_COMPRESSED_SIGNED_RG11_EAC: Int
        static val GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SRGB8_ETC2: Int
        static val GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        open static fun isETC2Supported(): Boolean
      open class ETC2Util
        Module Contents ETC2Util()
        open static fun createTexture(input: InputStream!): ETC2Util.ETC2Texture!
        class ETC2
          Module Contents ETC2()
          static fun getEncodedDataSize(width: Int, height: Int): Int
          static fun getEncodedHeight(header: ByteBuffer!): Int
          static fun getEncodedWidth(header: ByteBuffer!): Int
          static fun getETC2CompressionType(header: ByteBuffer!): Int
          static fun getHeight(header: ByteBuffer!): Int
          static fun getWidth(header: ByteBuffer!): Int
          static fun isValid(header: ByteBuffer!): Boolean
        open class ETC2Texture
          Module Contents ETC2Texture(type: Int, width: Int, height: Int, data: ByteBuffer!)
          open fun getCompressionFormat(): Int
          open fun getData(): ByteBuffer!
          open fun getHeight(): Int
          open fun getWidth(): Int
        static val GL_COMPRESSED_ETC1_RGB8_OES: Int
        static val GL_COMPRESSED_R11_EAC: Int
        static val GL_COMPRESSED_RG11_EAC: Int
        static val GL_COMPRESSED_RGB8_ETC2: Int
        static val GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        static val GL_COMPRESSED_RGBA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SIGNED_R11_EAC: Int
        static val GL_COMPRESSED_SIGNED_RG11_EAC: Int
        static val GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SRGB8_ETC2: Int
        static val GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        open static fun isETC2Supported(): Boolean
      open class ExplodingAnimation3D : Animation3D
        Module Contents ExplodingAnimation3D(from: Double, to: Double)
        protected open fun applyTransformation(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class ExplodingAnimation3D : Animation3D
        Module Contents ExplodingAnimation3D(from: Double, to: Double)
        protected open fun applyTransformation(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class ExplodingMaterialPlugin : IMaterialPlugin
        Module Contents ExplodingMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        class ExplodingShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_EXPLODE_FACTOR
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setFactor(factor: Double): Unit
        open fun unbindTextures(): Unit
      open class ExplodingMaterialPlugin : IMaterialPlugin
        Module Contents ExplodingMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        class ExplodingShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_EXPLODE_FACTOR
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setFactor(factor: Double): Unit
        open fun unbindTextures(): Unit
      open class FBXValues
        Module Contents FBXValues()
        protected open class Connections
          Module Contents protected Connections()
          open fun addConnection(type: String!, object1: String!, object2: String!): Unit
          protected open class Connect
            Module Contents Connect(type: String!, object1: String!, object2: String!)
            var object1: String!
            var object2: String!
            var type: String!
          var connections: Stack<FBXValues.Connections.Connect!>!
        var connections: FBXValues.Connections!
        var creationTime: String!
        var creator: String!
        protected open class Definitions
          Module Contents protected Definitions()
          protected open fun addObjectType(type: String!): FBXValues.Definitions.ObjectType!
          var count: Int!
          protected open class ObjectType
            Module Contents ObjectType(type: String!)
            var count: Int!
            var type: String!
          var objectTypes: Stack<FBXValues.Definitions.ObjectType!>!
          var version: Int!
        var definitions: FBXValues.Definitions!
        open class FBXColor4
          Module Contents FBXColor4(vals: String!)
          var color: Int
        open class FBXFloatBuffer
          Module Contents FBXFloatBuffer(floats: String!)
          var data: FloatArray!
        protected open class FBXHeaderExtension
          Module Contents protected FBXHeaderExtension()
          protected open class CreationTimeStamp
            Module Contents protected CreationTimeStamp()
            var day: Int!
            var hour: Int!
            var millisecond: Int!
            var minute: Int!
            var month: Int!
            var second: Int!
            var version: Int!
            var year: Int!
          var creationTimeStamp: FBXValues.FBXHeaderExtension.CreationTimeStamp!
          var creator: String!
          var fbxHeaderVersion: Int!
          var fbxVersion: Int!
          var otherFlags: Any!
        var fbxHeaderExtension: FBXValues.FBXHeaderExtension!
        open class FBXIntBuffer
          Module Contents FBXIntBuffer(ints: String!)
          var data: IntArray!
        open class FBXMatrix
          Module Contents FBXMatrix(vals: String!)
          var data: FloatArray!
        static val MODELTYPE_CAMERA: String
        static val MODELTYPE_CAMERA_SWITCHER: String
        static val MODELTYPE_LIGHT: String
        static val MODELTYPE_MESH: String
        static val MODELTYPE_NULL: String
        protected open class Objects
          Module Contents protected Objects()
          open fun addMaterial(name: String!): FBXValues.Objects.FBXMaterial!
          open fun addModel(name: String!, type: String!): FBXValues.Objects.Model!
          open fun addTexture(name: String!, type: String!): FBXValues.Objects.Texture!
          protected open class FBXMaterial
            Module Contents FBXMaterial(name: String!)
            var MultiLayer: Int!
            var name: String!
            protected open class Properties
              Module Contents protected Properties()
              var ambient: Vector3!
              var ambientColor: Vector3!
              var ambientFactor: Float!
              var bump: Vector3!
              var diffuse: Vector3!
              var diffuseColor: Vector3!
              var diffuseFactor: Float!
              var emissive: Vector3!
              var emissiveColor: Vector3!
              var emissiveFactor: Float!
              var multiLayer: Boolean!
              var opacity: Float!
              var reflectionColor: Vector3!
              var reflectionFactor: Float!
              var reflectivity: Float!
              var shadingModel: String!
              var shininess: Float!
              var shininessExponent: Float!
              var specular: Vector3!
              var specularColor: Vector3!
              var specularFactor: Float!
              var transparencyFactor: Float!
              var transparentColor: Vector3!
            var properties: FBXValues.Objects.FBXMaterial.Properties!
            var shadingModel: String!
            var version: Int!
          open fun getModelsByType(type: String!): Stack<FBXValues.Objects.Model!>!
          protected open class GlobalSettings
            Module Contents protected GlobalSettings()
            protected open class Properties
              Module Contents protected Properties()
              var coordAxis: Int!
              var coordAxisSign: Int!
              var frontAxis: Int!
              var frontAxisSign: Int!
              var unitScaleFactor: Float!
              var upAxis: Int!
              var upAxisSign: Int!
            var properties: FBXValues.Objects.GlobalSettings.Properties!
            var version: Int!
          var globalSettings: FBXValues.Objects.GlobalSettings!
          var materials: Stack<FBXValues.Objects.FBXMaterial!>!
          protected open class Model
            Module Contents Model(name: String!, type: String!)
            var culling: String!
            var hidden: String!
            protected open class Layer
              Module Contents protected Layer()
              var layerElement: FBXValues.Objects.Model.LayerElement!
            var layer: FBXValues.Objects.Model.Layer!
            protected open class LayerElement
              Module Contents protected LayerElement()
              var mappingInformationType: String!
              var name: String!
              var referenceInformationType: String!
              var type: String!
              var typedIndex: String!
              var version: Int!
            protected open class LayerElementMaterial : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementMaterial()
              var materials: Int
            var layerElementMaterial: FBXValues.Objects.Model.LayerElementMaterial!
            protected open class LayerElementNormal : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementNormal()
              var normals: FBXValues.FBXFloatBuffer!
            var layerElementNormal: FBXValues.Objects.Model.LayerElementNormal!
            var layerElementSmoothing: Any!
            protected open class LayerElementTexture : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementTexture()
              var blendMode: String!
              var textureAlpha: Float!
              var textureId: Int!
            var layerElementTexture: FBXValues.Objects.Model.LayerElementTexture!
            protected open class LayerElementUV : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementUV()
              var uV: FBXValues.FBXFloatBuffer!
              var uVIndex: FBXValues.FBXIntBuffer!
            var layerElementUV: FBXValues.Objects.Model.LayerElementUV!
            var lookAt: Vector3!
            var name: String!
            var polygonVertexIndex: FBXValues.FBXIntBuffer!
            var position: Vector3!
            protected open class Properties
              Module Contents protected Properties()
              var aspectH: Int!
              var aspectW: Int!
              var color: Vector3!
              var coneangle: Float!
              var farPlane: Float!
              var fieldOfView: Float!
              var focalLength: Float!
              var intensity: Float!
              var lclRotation: Vector3!
              var lclScaling: Vector3!
              var lclTranslation: Vector3!
              var lightType: Int!
              var nearPlane: Float!
              var pixelAspectRatio: Int!
              var quaternionInterpolate: Boolean!
              var rotationOffset: Vector3!
              var rotationPivot: Vector3!
              var scalingOffset: Vector3!
              var scalingPivot: Vector3!
              var visibility: Int!
            var properties: FBXValues.Objects.Model.Properties!
            var type: String!
            var typeFlags: String!
            var up: Vector3!
            var version: Int!
            var vertices: FBXValues.FBXFloatBuffer!
          var models: Stack<FBXValues.Objects.Model!>!
          protected open class Pose
            Module Contents protected Pose()
            open fun addPoseNode(): FBXValues.Objects.Pose.PoseNode!
            var name: String!
            var nbPoseNodes: Int!
            protected open class PoseNode
              Module Contents protected PoseNode()
              var matrix: FBXValues.FBXMatrix!
              var node: String!
            var poseNodes: Stack<FBXValues.Objects.Pose.PoseNode!>!
            var properties: Any!
            var type: String!
            var version: Int!
          var pose: FBXValues.Objects.Pose!
          open fun setPoseName(name: String!): Unit
          protected open class Texture
            Module Contents Texture(name: String!, type: String!)
            var fileName: String!
            var media: String!
            var modelUVScaling: Vector2!
            var modelUVTranslation: Vector2!
            protected open class Properties
              Module Contents protected Properties()
              var currentMappingType: Int!
              var currentTextureBlendMode: Int!
              var rotation: Vector3!
              var scaling: Vector3!
              var textureAlpha: Float!
              var textureRotationPivot: Vector3!
              var textureScalingPivot: Vector3!
              var textureTypeUse: Int!
              var translation: Vector3!
              var useMaterial: Boolean!
              var useMipMap: Boolean!
              var uVSwap: Boolean!
              var wrapModeU: Int!
              var wrapModeV: Int!
            var properties: FBXValues.Objects.Texture.Properties!
            var relativeFilename: String!
            var texture_Alpha_Source: String!
            var textureName: String!
            var type: String!
            var version: Int!
          var textures: Stack<FBXValues.Objects.Texture!>!
        var objects: FBXValues.Objects!
        protected open class Relations
          Module Contents protected Relations()
          open fun addMaterial(name: String!): FBXValues.Relations.Material!
          open fun addModel(name: String!, type: String!): FBXValues.Relations.Model!
          open fun addTexture(name: String!, type: String!): FBXValues.Relations.Texture!
          protected open class Material
            Module Contents Material(name: String!)
            var name: String!
          var materials: Stack<FBXValues.Relations.Material!>!
          protected open class Model
            Module Contents Model(name: String!, type: String!)
            var name: String!
            var type: String!
          var models: Stack<FBXValues.Relations.Model!>!
          protected open class Texture
            Module Contents Texture(name: String!, type: String!)
            var textureName: String!
            var type: String!
            var version: Int!
          var textures: Stack<FBXValues.Relations.Texture!>!
        var relations: FBXValues.Relations!
        protected open class Takes
          Module Contents protected Takes()
          var current: String!
        var takes: FBXValues.Takes!
        protected open class Version5
          Module Contents protected Version5()
          protected open class AmbientRenderSettings
            Module Contents protected AmbientRenderSettings()
            var ambientLightColor: FBXValues.FBXColor4!
            var version: Int!
          var ambientRenderSettings: FBXValues.Version5.AmbientRenderSettings!
          protected open class FogOptions
            Module Contents protected FogOptions()
            var fogColor: FBXValues.FBXColor4!
            var fogDensity: Float!
            var fogEnable: Int!
            var fogEnd: Float!
            var fogMode: Int!
            var fogStart: Float!
          var fogOptions: FBXValues.Version5.FogOptions!
          protected open class RendererSetting
            Module Contents protected RendererSetting()
            var defaultCamera: String!
            var defaultViewingMode: Int!
          var rendererSetting: FBXValues.Version5.RendererSetting!
          protected open class Settings
            Module Contents protected Settings()
            var frameRate: Int!
            var referenceTimeIndex: Int!
            var snapOnFrames: Int!
            var timeFormat: Int!
            var timeLineStartTime: Long!
            var timeLineStopTime: Long!
          var settings: FBXValues.Version5.Settings!
        var version5: FBXValues.Version5!
      open class FBXValues
        Module Contents FBXValues()
        protected open class Connections
          Module Contents protected Connections()
          open fun addConnection(type: String!, object1: String!, object2: String!): Unit
          protected open class Connect
            Module Contents Connect(type: String!, object1: String!, object2: String!)
            var object1: String!
            var object2: String!
            var type: String!
          var connections: Stack<FBXValues.Connections.Connect!>!
        var connections: FBXValues.Connections!
        var creationTime: String!
        var creator: String!
        protected open class Definitions
          Module Contents protected Definitions()
          protected open fun addObjectType(type: String!): FBXValues.Definitions.ObjectType!
          var count: Int!
          protected open class ObjectType
            Module Contents ObjectType(type: String!)
            var count: Int!
            var type: String!
          var objectTypes: Stack<FBXValues.Definitions.ObjectType!>!
          var version: Int!
        var definitions: FBXValues.Definitions!
        open class FBXColor4
          Module Contents FBXColor4(vals: String!)
          var color: Int
        open class FBXFloatBuffer
          Module Contents FBXFloatBuffer(floats: String!)
          var data: FloatArray!
        protected open class FBXHeaderExtension
          Module Contents protected FBXHeaderExtension()
          protected open class CreationTimeStamp
            Module Contents protected CreationTimeStamp()
            var day: Int!
            var hour: Int!
            var millisecond: Int!
            var minute: Int!
            var month: Int!
            var second: Int!
            var version: Int!
            var year: Int!
          var creationTimeStamp: FBXValues.FBXHeaderExtension.CreationTimeStamp!
          var creator: String!
          var fbxHeaderVersion: Int!
          var fbxVersion: Int!
          var otherFlags: Any!
        var fbxHeaderExtension: FBXValues.FBXHeaderExtension!
        open class FBXIntBuffer
          Module Contents FBXIntBuffer(ints: String!)
          var data: IntArray!
        open class FBXMatrix
          Module Contents FBXMatrix(vals: String!)
          var data: FloatArray!
        static val MODELTYPE_CAMERA: String
        static val MODELTYPE_CAMERA_SWITCHER: String
        static val MODELTYPE_LIGHT: String
        static val MODELTYPE_MESH: String
        static val MODELTYPE_NULL: String
        protected open class Objects
          Module Contents protected Objects()
          open fun addMaterial(name: String!): FBXValues.Objects.FBXMaterial!
          open fun addModel(name: String!, type: String!): FBXValues.Objects.Model!
          open fun addTexture(name: String!, type: String!): FBXValues.Objects.Texture!
          protected open class FBXMaterial
            Module Contents FBXMaterial(name: String!)
            var MultiLayer: Int!
            var name: String!
            protected open class Properties
              Module Contents protected Properties()
              var ambient: Vector3!
              var ambientColor: Vector3!
              var ambientFactor: Float!
              var bump: Vector3!
              var diffuse: Vector3!
              var diffuseColor: Vector3!
              var diffuseFactor: Float!
              var emissive: Vector3!
              var emissiveColor: Vector3!
              var emissiveFactor: Float!
              var multiLayer: Boolean!
              var opacity: Float!
              var reflectionColor: Vector3!
              var reflectionFactor: Float!
              var reflectivity: Float!
              var shadingModel: String!
              var shininess: Float!
              var shininessExponent: Float!
              var specular: Vector3!
              var specularColor: Vector3!
              var specularFactor: Float!
              var transparencyFactor: Float!
              var transparentColor: Vector3!
            var properties: FBXValues.Objects.FBXMaterial.Properties!
            var shadingModel: String!
            var version: Int!
          open fun getModelsByType(type: String!): Stack<FBXValues.Objects.Model!>!
          protected open class GlobalSettings
            Module Contents protected GlobalSettings()
            protected open class Properties
              Module Contents protected Properties()
              var coordAxis: Int!
              var coordAxisSign: Int!
              var frontAxis: Int!
              var frontAxisSign: Int!
              var unitScaleFactor: Float!
              var upAxis: Int!
              var upAxisSign: Int!
            var properties: FBXValues.Objects.GlobalSettings.Properties!
            var version: Int!
          var globalSettings: FBXValues.Objects.GlobalSettings!
          var materials: Stack<FBXValues.Objects.FBXMaterial!>!
          protected open class Model
            Module Contents Model(name: String!, type: String!)
            var culling: String!
            var hidden: String!
            protected open class Layer
              Module Contents protected Layer()
              var layerElement: FBXValues.Objects.Model.LayerElement!
            var layer: FBXValues.Objects.Model.Layer!
            protected open class LayerElement
              Module Contents protected LayerElement()
              var mappingInformationType: String!
              var name: String!
              var referenceInformationType: String!
              var type: String!
              var typedIndex: String!
              var version: Int!
            protected open class LayerElementMaterial : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementMaterial()
              var materials: Int
            var layerElementMaterial: FBXValues.Objects.Model.LayerElementMaterial!
            protected open class LayerElementNormal : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementNormal()
              var normals: FBXValues.FBXFloatBuffer!
            var layerElementNormal: FBXValues.Objects.Model.LayerElementNormal!
            var layerElementSmoothing: Any!
            protected open class LayerElementTexture : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementTexture()
              var blendMode: String!
              var textureAlpha: Float!
              var textureId: Int!
            var layerElementTexture: FBXValues.Objects.Model.LayerElementTexture!
            protected open class LayerElementUV : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementUV()
              var uV: FBXValues.FBXFloatBuffer!
              var uVIndex: FBXValues.FBXIntBuffer!
            var layerElementUV: FBXValues.Objects.Model.LayerElementUV!
            var lookAt: Vector3!
            var name: String!
            var polygonVertexIndex: FBXValues.FBXIntBuffer!
            var position: Vector3!
            protected open class Properties
              Module Contents protected Properties()
              var aspectH: Int!
              var aspectW: Int!
              var color: Vector3!
              var coneangle: Float!
              var farPlane: Float!
              var fieldOfView: Float!
              var focalLength: Float!
              var intensity: Float!
              var lclRotation: Vector3!
              var lclScaling: Vector3!
              var lclTranslation: Vector3!
              var lightType: Int!
              var nearPlane: Float!
              var pixelAspectRatio: Int!
              var quaternionInterpolate: Boolean!
              var rotationOffset: Vector3!
              var rotationPivot: Vector3!
              var scalingOffset: Vector3!
              var scalingPivot: Vector3!
              var visibility: Int!
            var properties: FBXValues.Objects.Model.Properties!
            var type: String!
            var typeFlags: String!
            var up: Vector3!
            var version: Int!
            var vertices: FBXValues.FBXFloatBuffer!
          var models: Stack<FBXValues.Objects.Model!>!
          protected open class Pose
            Module Contents protected Pose()
            open fun addPoseNode(): FBXValues.Objects.Pose.PoseNode!
            var name: String!
            var nbPoseNodes: Int!
            protected open class PoseNode
              Module Contents protected PoseNode()
              var matrix: FBXValues.FBXMatrix!
              var node: String!
            var poseNodes: Stack<FBXValues.Objects.Pose.PoseNode!>!
            var properties: Any!
            var type: String!
            var version: Int!
          var pose: FBXValues.Objects.Pose!
          open fun setPoseName(name: String!): Unit
          protected open class Texture
            Module Contents Texture(name: String!, type: String!)
            var fileName: String!
            var media: String!
            var modelUVScaling: Vector2!
            var modelUVTranslation: Vector2!
            protected open class Properties
              Module Contents protected Properties()
              var currentMappingType: Int!
              var currentTextureBlendMode: Int!
              var rotation: Vector3!
              var scaling: Vector3!
              var textureAlpha: Float!
              var textureRotationPivot: Vector3!
              var textureScalingPivot: Vector3!
              var textureTypeUse: Int!
              var translation: Vector3!
              var useMaterial: Boolean!
              var useMipMap: Boolean!
              var uVSwap: Boolean!
              var wrapModeU: Int!
              var wrapModeV: Int!
            var properties: FBXValues.Objects.Texture.Properties!
            var relativeFilename: String!
            var texture_Alpha_Source: String!
            var textureName: String!
            var type: String!
            var version: Int!
          var textures: Stack<FBXValues.Objects.Texture!>!
        var objects: FBXValues.Objects!
        protected open class Relations
          Module Contents protected Relations()
          open fun addMaterial(name: String!): FBXValues.Relations.Material!
          open fun addModel(name: String!, type: String!): FBXValues.Relations.Model!
          open fun addTexture(name: String!, type: String!): FBXValues.Relations.Texture!
          protected open class Material
            Module Contents Material(name: String!)
            var name: String!
          var materials: Stack<FBXValues.Relations.Material!>!
          protected open class Model
            Module Contents Model(name: String!, type: String!)
            var name: String!
            var type: String!
          var models: Stack<FBXValues.Relations.Model!>!
          protected open class Texture
            Module Contents Texture(name: String!, type: String!)
            var textureName: String!
            var type: String!
            var version: Int!
          var textures: Stack<FBXValues.Relations.Texture!>!
        var relations: FBXValues.Relations!
        protected open class Takes
          Module Contents protected Takes()
          var current: String!
        var takes: FBXValues.Takes!
        protected open class Version5
          Module Contents protected Version5()
          protected open class AmbientRenderSettings
            Module Contents protected AmbientRenderSettings()
            var ambientLightColor: FBXValues.FBXColor4!
            var version: Int!
          var ambientRenderSettings: FBXValues.Version5.AmbientRenderSettings!
          protected open class FogOptions
            Module Contents protected FogOptions()
            var fogColor: FBXValues.FBXColor4!
            var fogDensity: Float!
            var fogEnable: Int!
            var fogEnd: Float!
            var fogMode: Int!
            var fogStart: Float!
          var fogOptions: FBXValues.Version5.FogOptions!
          protected open class RendererSetting
            Module Contents protected RendererSetting()
            var defaultCamera: String!
            var defaultViewingMode: Int!
          var rendererSetting: FBXValues.Version5.RendererSetting!
          protected open class Settings
            Module Contents protected Settings()
            var frameRate: Int!
            var referenceTimeIndex: Int!
            var snapOnFrames: Int!
            var timeFormat: Int!
            var timeLineStartTime: Long!
            var timeLineStopTime: Long!
          var settings: FBXValues.Version5.Settings!
        var version5: FBXValues.Version5!
      open class FirstPersonCamera : AObjectCamera
        Module Contents FirstPersonCamera()
        FirstPersonCamera(cameraOffset: Vector3!)
        FirstPersonCamera(cameraOffset: Vector3!, object: Object3D!)
        open fun getViewMatrix(): Matrix4!
      open class FirstPersonCamera : AObjectCamera
        Module Contents FirstPersonCamera()
        FirstPersonCamera(cameraOffset: Vector3!)
        FirstPersonCamera(cameraOffset: Vector3!, object: Object3D!)
        open fun getViewMatrix(): Matrix4!
      open class FogMaterialPlugin : IMaterialPlugin
        Module Contents FogMaterialPlugin(fogParams: FogMaterialPlugin.FogParams!)
        open fun bindTextures(nextIndex: Int): Unit
        class FogParams
          Module Contents FogParams(fogType: FogMaterialPlugin.FogType!, fogColor: Int, near: Float, far: Float)
        class FogType
          Module Contents LINEAR
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class FogMaterialPlugin : IMaterialPlugin
        Module Contents FogMaterialPlugin(fogParams: FogMaterialPlugin.FogParams!)
        open fun bindTextures(nextIndex: Int): Unit
        class FogParams
          Module Contents FogParams(fogType: FogMaterialPlugin.FogType!, fogColor: Int, near: Float, far: Float)
        class FogType
          Module Contents LINEAR
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class FragmentShader : AShader
        Module Contents FragmentShader()
        FragmentShader(resourceId: Int)
        FragmentShader(shaderString: String!)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColorInfluence(): Float
        open fun hasCubeMaps(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setLocations(programHandle: Int): Unit
      open class FragmentShader : AShader
        Module Contents FragmentShader()
        FragmentShader(resourceId: Int)
        FragmentShader(shaderString: String!)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColorInfluence(): Float
        open fun hasCubeMaps(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setLocations(programHandle: Int): Unit
      open class FresnelMaterialPlugin : AShader, IMaterialPlugin
        Module Contents FresnelMaterialPlugin(color: Int)
        FresnelMaterialPlugin(color: Int, bias: Float, scale: Float, power: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setAlpha(power: Float): Unit
        open fun setBias(bias: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setScale(scale: Float): Unit
        open fun unbindTextures(): Unit
      open class FresnelMaterialPlugin : AShader, IMaterialPlugin
        Module Contents FresnelMaterialPlugin(color: Int)
        FresnelMaterialPlugin(color: Int, bias: Float, scale: Float, power: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setAlpha(power: Float): Unit
        open fun setBias(bias: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setScale(scale: Float): Unit
        open fun unbindTextures(): Unit
      open class Frustum
        Module Contents Frustum()
        open fun boundsInFrustum(bounds: BoundingBox!): Boolean
        open fun pointInFrustum(point: Vector3!): Boolean
        open fun sphereInFrustum(center: Vector3!, radius: Double): Boolean
        open fun update(inverseProjectionView: Matrix4!): Unit
      open class Frustum
        Module Contents Frustum()
        open fun boundsInFrustum(bounds: BoundingBox!): Boolean
        open fun pointInFrustum(point: Vector3!): Boolean
        open fun sphereInFrustum(center: Vector3!, radius: Double): Boolean
        open fun update(inverseProjectionView: Matrix4!): Unit
      open class FXAAPass : EffectPass
        Module Contents FXAAPass()
        protected open class FXAAFragmentShader : FragmentShader
          Module Contents open fun applyParams(): Unit
          open fun setLocations(programHandle: Int): Unit
        protected open class FXAAVertexShader : VertexShader
          Module Contents open fun applyParams(): Unit
          open fun setLocations(programHandle: Int): Unit
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class FXAAPass : EffectPass
        Module Contents FXAAPass()
        protected open class FXAAFragmentShader : FragmentShader
          Module Contents open fun applyParams(): Unit
          open fun setLocations(programHandle: Int): Unit
        protected open class FXAAVertexShader : VertexShader
          Module Contents open fun applyParams(): Unit
          open fun setLocations(programHandle: Int): Unit
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class Geometry3D
        Module Contents Geometry3D()
        open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Int
        open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Int
        open fun addFromGeometry3D(offset: Vector3!, geometry: Geometry3D!, createVBOs: Boolean): Unit
        class BufferType
          Module Contents BYTE_BUFFER
          FLOAT_BUFFER
          INT_BUFFER
          SHORT_BUFFER
        static val BYTE_SIZE_BYTES: Int
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferUsage(bufferInfo: BufferInfo!, usage: Int): Unit
        static val COLOR_BUFFER_KEY: Int
        open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
        open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
        open fun copyFromGeometry3D(geom: Geometry3D!): Unit
        open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo!): Unit
        open fun createBuffers(): Unit
        open fun createVertexAndNormalBuffersOnly(): Unit
        open fun destroy(): Unit
        static val FLOAT_SIZE_BYTES: Int
        open fun getBoundingBox(): BoundingBox!
        open fun getBoundingSphere(): BoundingSphere!
        open fun getColorBufferInfo(): BufferInfo!
        open fun getColors(): FloatBuffer!
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
        open fun getIndexBufferInfo(): BufferInfo!
        open fun getIndices(): IntBuffer!
        open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
        open fun getNormalBufferInfo(): BufferInfo!
        open fun getNormals(): FloatBuffer!
        open fun getNumIndices(): Int
        open fun getNumTriangles(): Int
        open fun getNumVertices(): Int
        open fun getTexCoordBufferInfo(): BufferInfo!
        open fun getTextureCoords(): FloatBuffer!
        open fun getVertexBufferInfo(): BufferInfo!
        open fun getVertices(): FloatBuffer!
        open fun hasBoundingBox(): Boolean
        open fun hasBoundingSphere(): Boolean
        open fun hasNormals(): Boolean
        open fun hasTextureCoordinates(): Boolean
        static val INDEX_BUFFER_KEY: Int
        static val INT_SIZE_BYTES: Int
        open fun isValid(): Boolean
        protected var mBoundingBox: BoundingBox!
        protected var mBoundingSphere: BoundingSphere!
        protected val mBuffers: ArrayList<BufferInfo!>!
        protected var mHasNormals: Boolean
        protected var mHasTextureCoordinates: Boolean
        protected var mHaveCreatedBuffers: Boolean
        protected var mNumIndices: Int
        protected var mNumVertices: Int
        protected var mOriginalGeometry: Geometry3D!
        static val NORMAL_BUFFER_KEY: Int
        open fun reload(): Unit
        open fun setBuffersCreated(created: Boolean): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
        open fun setColorBufferInfo(colorBufferInfo: BufferInfo!): Unit
        open fun setColors(color: Int): Unit
        open fun setColors(colors: FloatArray!): Unit
        open fun setColors(colors: FloatArray!, override: Boolean): Unit
        open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setIndexBufferInfo(indexBufferInfo: BufferInfo!): Unit
        open fun setIndices(indices: IntArray!): Unit
        open fun setIndices(indices: IntArray!, override: Boolean): Unit
        open fun setNormalBufferInfo(normalBufferInfo: BufferInfo!): Unit
        open fun setNormals(normals: FloatArray!): Unit
        open fun setNormals(normals: FloatArray!, override: Boolean): Unit
        open fun setNormals(normals: FloatBuffer!): Unit
        open fun setNumVertices(numVertices: Int): Unit
        open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo!): Unit
        open fun setTextureCoords(textureCoords: FloatArray!): Unit
        open fun setTextureCoords(textureCoords: FloatArray!, override: Boolean): Unit
        open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo!): Unit
        open fun setVertices(vertices: FloatArray!): Unit
        open fun setVertices(vertices: FloatArray!, override: Boolean): Unit
        open fun setVertices(vertices: FloatBuffer!): Unit
        static val SHORT_SIZE_BYTES: Int
        static val TEXTURE_BUFFER_KEY: Int
        open fun toString(): String
        open fun validateBuffers(): Unit
        static val VERTEX_BUFFER_KEY: Int
      open class Geometry3D
        Module Contents Geometry3D()
        open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Int
        open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Int
        open fun addFromGeometry3D(offset: Vector3!, geometry: Geometry3D!, createVBOs: Boolean): Unit
        class BufferType
          Module Contents BYTE_BUFFER
          FLOAT_BUFFER
          INT_BUFFER
          SHORT_BUFFER
        static val BYTE_SIZE_BYTES: Int
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferUsage(bufferInfo: BufferInfo!, usage: Int): Unit
        static val COLOR_BUFFER_KEY: Int
        open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
        open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
        open fun copyFromGeometry3D(geom: Geometry3D!): Unit
        open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo!): Unit
        open fun createBuffers(): Unit
        open fun createVertexAndNormalBuffersOnly(): Unit
        open fun destroy(): Unit
        static val FLOAT_SIZE_BYTES: Int
        open fun getBoundingBox(): BoundingBox!
        open fun getBoundingSphere(): BoundingSphere!
        open fun getColorBufferInfo(): BufferInfo!
        open fun getColors(): FloatBuffer!
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
        open fun getIndexBufferInfo(): BufferInfo!
        open fun getIndices(): IntBuffer!
        open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
        open fun getNormalBufferInfo(): BufferInfo!
        open fun getNormals(): FloatBuffer!
        open fun getNumIndices(): Int
        open fun getNumTriangles(): Int
        open fun getNumVertices(): Int
        open fun getTexCoordBufferInfo(): BufferInfo!
        open fun getTextureCoords(): FloatBuffer!
        open fun getVertexBufferInfo(): BufferInfo!
        open fun getVertices(): FloatBuffer!
        open fun hasBoundingBox(): Boolean
        open fun hasBoundingSphere(): Boolean
        open fun hasNormals(): Boolean
        open fun hasTextureCoordinates(): Boolean
        static val INDEX_BUFFER_KEY: Int
        static val INT_SIZE_BYTES: Int
        open fun isValid(): Boolean
        protected var mBoundingBox: BoundingBox!
        protected var mBoundingSphere: BoundingSphere!
        protected val mBuffers: ArrayList<BufferInfo!>!
        protected var mHasNormals: Boolean
        protected var mHasTextureCoordinates: Boolean
        protected var mHaveCreatedBuffers: Boolean
        protected var mNumIndices: Int
        protected var mNumVertices: Int
        protected var mOriginalGeometry: Geometry3D!
        static val NORMAL_BUFFER_KEY: Int
        open fun reload(): Unit
        open fun setBuffersCreated(created: Boolean): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
        open fun setColorBufferInfo(colorBufferInfo: BufferInfo!): Unit
        open fun setColors(color: Int): Unit
        open fun setColors(colors: FloatArray!): Unit
        open fun setColors(colors: FloatArray!, override: Boolean): Unit
        open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setIndexBufferInfo(indexBufferInfo: BufferInfo!): Unit
        open fun setIndices(indices: IntArray!): Unit
        open fun setIndices(indices: IntArray!, override: Boolean): Unit
        open fun setNormalBufferInfo(normalBufferInfo: BufferInfo!): Unit
        open fun setNormals(normals: FloatArray!): Unit
        open fun setNormals(normals: FloatArray!, override: Boolean): Unit
        open fun setNormals(normals: FloatBuffer!): Unit
        open fun setNumVertices(numVertices: Int): Unit
        open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo!): Unit
        open fun setTextureCoords(textureCoords: FloatArray!): Unit
        open fun setTextureCoords(textureCoords: FloatArray!, override: Boolean): Unit
        open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo!): Unit
        open fun setVertices(vertices: FloatArray!): Unit
        open fun setVertices(vertices: FloatArray!, override: Boolean): Unit
        open fun setVertices(vertices: FloatBuffer!): Unit
        static val SHORT_SIZE_BYTES: Int
        static val TEXTURE_BUFFER_KEY: Int
        open fun toString(): String
        open fun validateBuffers(): Unit
        static val VERTEX_BUFFER_KEY: Int
      open class GLDebugger
        Module Contents class Builder
          Module Contents Builder()
          fun build(): GLDebugger!
          fun checkAllGLErrors(): Unit
          fun checkSameThread(): Unit
          fun enableLogArgumentNames(): Unit
          fun setEGL(egl: EGL!): Unit
          fun setGL(gl: GL!): Unit
        open fun getEGL(): EGL!
        open fun getGL(): GL10!
      open class GLDebugger
        Module Contents class Builder
          Module Contents Builder()
          fun build(): GLDebugger!
          fun checkAllGLErrors(): Unit
          fun checkSameThread(): Unit
          fun enableLogArgumentNames(): Unit
          fun setEGL(egl: EGL!): Unit
          fun setGL(gl: GL!): Unit
        open fun getEGL(): EGL!
        open fun getGL(): GL10!
      open class GLU
        Module Contents GLU()
        open static fun gluErrorString(error: Int): String!
        open static fun gluLookAt(gl: GL10!, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun gluOrtho2D(gl: GL10!, left: Double, right: Double, bottom: Double, top: Double): Unit
        open static fun gluPerspective(gl: GL10!, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, win: DoubleArray!, winOffset: Int): Int
        open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, obj: DoubleArray!, objOffset: Int): Int
      open class GLU
        Module Contents GLU()
        open static fun gluErrorString(error: Int): String!
        open static fun gluLookAt(gl: GL10!, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun gluOrtho2D(gl: GL10!, left: Double, right: Double, bottom: Double, top: Double): Unit
        open static fun gluPerspective(gl: GL10!, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, win: DoubleArray!, winOffset: Int): Int
        open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, obj: DoubleArray!, objOffset: Int): Int
      open class GreenScreenMaterialPlugin : IMaterialPlugin
        Module Contents GreenScreenMaterialPlugin(texture: ATexture!)
        GreenScreenMaterialPlugin(texture: ATexture!, keyColor: Int)
        GreenScreenMaterialPlugin(texture: ATexture!, keyColor: Int, matchDistance: Float, closeDistance: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class GreenScreenMaterialPlugin : IMaterialPlugin
        Module Contents GreenScreenMaterialPlugin(texture: ATexture!)
        GreenScreenMaterialPlugin(texture: ATexture!, keyColor: Int)
        GreenScreenMaterialPlugin(texture: ATexture!, keyColor: Int, matchDistance: Float, closeDistance: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class GreyScalePass : EffectPass
        Module Contents GreyScalePass()
      open class GreyScalePass : EffectPass
        Module Contents GreyScalePass()
      open class GridFloor : DebugObject3D
        Module Contents GridFloor()
        GridFloor(size: Float)
        GridFloor(size: Float, color: Int, lineThickness: Int, numLines: Int)
      open class GridFloor : DebugObject3D
        Module Contents GridFloor()
        GridFloor(size: Float)
        GridFloor(size: Float, color: Int, lineThickness: Int, numLines: Int)
      open class HotspotFragmentShader : FragmentShader
        Module Contents HotspotFragmentShader(useTexture: Boolean)
        HotspotFragmentShader(useTexture: Boolean, discardalpha: Boolean)
        open fun applyParams(): Unit
        open fun getProgress(): Float
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setBorderThickness(borderThickness: Float): Unit
        open fun setCircleCenter(center: Vector2!): Unit
        open fun setCircleRadius(circleRadius: Float): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setProgress(progress: Float): Unit
        open fun setProgressColor(color: Int): Unit
        open fun setTextureRotationSpeed(textureRotationSpeed: Float): Unit
        open fun setTrackColor(color: Int): Unit
      open class HotspotMaterial : Material
        Module Contents HotspotMaterial(useTexture: Boolean)
        HotspotMaterial(useTexture: Boolean, discardAlpha: Boolean)
        open fun getProgress(): Float
        open fun setBorderThickness(borderThickness: Float): Unit
        open fun setCircleCenter(center: Vector2!): Unit
        open fun setCircleRadius(circleRadius: Float): Unit
        open fun setProgress(progress: Float): Unit
        open fun setProgressColor(color: Int): Unit
        open fun setTextureRotationSpeed(textureRotationSpeed: Float): Unit
        open fun setTrackColor(color: Int): Unit
      interface IAnimatedMeshLoader : ILoader
        Module Contents abstract fun getParsedAnimationObject(): AAnimationObject3D!
      interface IAnimatedMeshLoader : ILoader
        Module Contents abstract fun getParsedAnimationObject(): AAnimationObject3D!
      interface IAnimationFrame
        Module Contents abstract fun getGeometry(): Geometry3D!
        abstract fun getName(): String!
        abstract fun setGeometry(geometry: Geometry3D!): Unit
        abstract fun setName(name: String!): Unit
      interface IAnimationFrame
        Module Contents abstract fun getGeometry(): Geometry3D!
        abstract fun getName(): String!
        abstract fun setGeometry(geometry: Geometry3D!): Unit
        abstract fun setName(name: String!): Unit
      interface IAnimationListener
        Module Contents abstract fun onAnimationEnd(animation: Animation!): Unit
        abstract fun onAnimationRepeat(animation: Animation!): Unit
        abstract fun onAnimationStart(animation: Animation!): Unit
        abstract fun onAnimationUpdate(animation: Animation!, interpolatedTime: Double): Unit
      interface IAnimationListener
        Module Contents abstract fun onAnimationEnd(animation: Animation!): Unit
        abstract fun onAnimationRepeat(animation: Animation!): Unit
        abstract fun onAnimationStart(animation: Animation!): Unit
        abstract fun onAnimationUpdate(animation: Animation!, interpolatedTime: Double): Unit
      interface IAnimationSequence
      interface IAnimationSequence
      interface IAnimationSequenceLoader : ILoader
        Module Contents abstract fun getParsedAnimationSequence(): IAnimationSequence!
      interface IAnimationSequenceLoader : ILoader
        Module Contents abstract fun getParsedAnimationSequence(): IAnimationSequence!
      interface IAsyncLoaderCallback
        Module Contents abstract fun onModelLoadComplete(loader: ALoader!): Unit
        abstract fun onModelLoadFailed(loader: ALoader!): Unit
      interface IAsyncLoaderCallback
        Module Contents abstract fun onModelLoadComplete(loader: ALoader!): Unit
        abstract fun onModelLoadFailed(loader: ALoader!): Unit
      interface IBoundingVolume
        Module Contents abstract fun calculateBounds(geometry: Geometry3D!): Unit
        static val DEFAULT_COLOR: Int
        abstract fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        abstract fun getBoundingColor(): Int
        abstract fun getPosition(): Vector3!
        abstract fun getVisual(): Object3D!
        abstract fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        abstract fun setBoundingColor(color: Int): Unit
        abstract fun transform(matrix: Matrix4!): Unit
      interface IBoundingVolume
        Module Contents abstract fun calculateBounds(geometry: Geometry3D!): Unit
        static val DEFAULT_COLOR: Int
        abstract fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        abstract fun getBoundingColor(): Int
        abstract fun getPosition(): Vector3!
        abstract fun getVisual(): Object3D!
        abstract fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        abstract fun setBoundingColor(color: Int): Unit
        abstract fun transform(matrix: Matrix4!): Unit
      interface ICurve3D
        Module Contents abstract fun calculatePoint(result: Vector3!, t: Double): Unit
        abstract fun getCurrentTangent(): Vector3!
        abstract fun setCalculateTangents(calculateTangents: Boolean): Unit
      interface ICurve3D
        Module Contents abstract fun calculatePoint(result: Vector3!, t: Double): Unit
        abstract fun getCurrentTangent(): Vector3!
        abstract fun setCalculateTangents(calculateTangents: Boolean): Unit
      interface ICurve4D
        Module Contents abstract fun calculatePoint(result: Quaternion!, t: Double): Unit
      interface ICurve4D
        Module Contents abstract fun calculatePoint(result: Quaternion!, t: Double): Unit
      interface IDiffuseMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun setLights(lights: MutableList<ALight!>!): Unit
      interface IDiffuseMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun setLights(lights: MutableList<ALight!>!): Unit
      interface IDisplay
        Module Contents abstract fun createRenderer(): ISurfaceRenderer!
      interface IDisplay
        Module Contents abstract fun createRenderer(): ISurfaceRenderer!
      interface IGraphNode
        Module Contents abstract fun addChildrenRecursively(recursive: Boolean): Unit
        abstract fun addObject(object: IGraphNodeMember!): Unit
        abstract fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        abstract fun clear(): Unit
        abstract fun contains(boundingVolume: IBoundingVolume!): Boolean
        abstract fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
        abstract fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
        abstract fun getObjectCount(): Int
        abstract fun getSceneMaxBound(): Vector3!
        abstract fun getSceneMinBound(): Vector3!
        class GRAPH_TYPE
          Module Contents NONE
          OCTREE
        abstract fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
        abstract fun rebuild(): Unit
        abstract fun removeChildrenRecursively(recursive: Boolean): Unit
        abstract fun removeObject(object: IGraphNodeMember!): Unit
        abstract fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        abstract fun updateObject(object: IGraphNodeMember!): Unit
      interface IGraphNode
        Module Contents abstract fun addChildrenRecursively(recursive: Boolean): Unit
        abstract fun addObject(object: IGraphNodeMember!): Unit
        abstract fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        abstract fun clear(): Unit
        abstract fun contains(boundingVolume: IBoundingVolume!): Boolean
        abstract fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
        abstract fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
        abstract fun getObjectCount(): Int
        abstract fun getSceneMaxBound(): Vector3!
        abstract fun getSceneMinBound(): Vector3!
        class GRAPH_TYPE
          Module Contents NONE
          OCTREE
        abstract fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
        abstract fun rebuild(): Unit
        abstract fun removeChildrenRecursively(recursive: Boolean): Unit
        abstract fun removeObject(object: IGraphNodeMember!): Unit
        abstract fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        abstract fun updateObject(object: IGraphNodeMember!): Unit
      interface IGraphNodeMember
        Module Contents abstract fun getGraphNode(): IGraphNode!
        abstract fun getScenePosition(): Vector3!
        abstract fun getTransformedBoundingVolume(): IBoundingVolume!
        abstract fun isInGraph(): Boolean
        abstract fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
      interface IGraphNodeMember
        Module Contents abstract fun getGraphNode(): IGraphNode!
        abstract fun getScenePosition(): Vector3!
        abstract fun getTransformedBoundingVolume(): IBoundingVolume!
        abstract fun isInGraph(): Boolean
        abstract fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
      interface ILoader
        Module Contents abstract fun parse(): ILoader!
      interface ILoader
        Module Contents abstract fun parse(): ILoader!
      interface IMaterialPlugin
        Module Contents abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getInsertLocation(): Material.PluginInsertLocation!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun unbindTextures(): Unit
      interface IMaterialPlugin
        Module Contents abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getInsertLocation(): Material.PluginInsertLocation!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun unbindTextures(): Unit
      interface IMeshLoader : ILoader
        Module Contents abstract fun getParsedObject(): Object3D!
      interface IMeshLoader : ILoader
        Module Contents abstract fun getParsedObject(): Object3D!
      open class IndividualMaterialPlugin : IMaterialPlugin
        Module Contents IndividualMaterialPlugin(numPoints: Int, start: Float, end: Float, lifetime: Float, randomness: Float)
        open fun bindTextures(i: Int): Unit
        static val BIRTH: String
        static val DEATH: String
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class IndividualMaterialPlugin : IMaterialPlugin
        Module Contents IndividualMaterialPlugin(numPoints: Int, start: Float, end: Float, lifetime: Float, randomness: Float)
        open fun bindTextures(i: Int): Unit
        static val BIRTH: String
        static val DEATH: String
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      interface INode
        Module Contents abstract fun accept(visitor: INodeVisitor!): Unit
      interface INode
        Module Contents abstract fun accept(visitor: INodeVisitor!): Unit
      interface INodeVisitor
        Module Contents abstract fun apply(node: INode!): Unit
      interface INodeVisitor
        Module Contents abstract fun apply(node: INode!): Unit
      class Intersector
        Module Contents Intersector()
        static fun intersectRayPlane(rayStart: Vector3!, rayEnd: Vector3!, plane: Plane!, hitPoint: Vector3!): Boolean
        static fun intersectRaySphere(rayStart: Vector3!, rayEnd: Vector3!, sphereCenter: Vector3!, sphereRadius: Double, hitPoint: Vector3!): Boolean
        static fun intersectRayTriangle(rayStart: Vector3!, rayEnd: Vector3!, t1: Vector3!, t2: Vector3!, t3: Vector3!, hitPoint: Vector3!): Boolean
      class Intersector
        Module Contents Intersector()
        static fun intersectRayPlane(rayStart: Vector3!, rayEnd: Vector3!, plane: Plane!, hitPoint: Vector3!): Boolean
        static fun intersectRaySphere(rayStart: Vector3!, rayEnd: Vector3!, sphereCenter: Vector3!, sphereRadius: Double, hitPoint: Vector3!): Boolean
        static fun intersectRayTriangle(rayStart: Vector3!, rayEnd: Vector3!, t1: Vector3!, t2: Vector3!, t3: Vector3!, hitPoint: Vector3!): Boolean
      interface IObjectPicker
        Module Contents abstract fun getObjectAt(x: Float, y: Float): Unit
        abstract fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
      interface IObjectPicker
        Module Contents abstract fun getObjectAt(x: Float, y: Float): Unit
        abstract fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
      interface IParser
        Module Contents abstract fun parse(): IParser!
      interface IParser
        Module Contents abstract fun parse(): IParser!
      interface IPass : IPostProcessingComponent
        Module Contents abstract fun getHeight(): Int
        abstract fun getPassType(): IPass.PassType!
        abstract fun getRenderToScreen(): Boolean
        abstract fun getWidth(): Int
        abstract fun isClear(): Boolean
        abstract fun needsSwap(): Boolean
        class PassType
          Module Contents CLEAR
          DEPTH
          EFFECT
          MASK
          MULTIPASS
          RENDER
        abstract fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        abstract fun setHeight(height: Int): Unit
        abstract fun setMaterial(material: Material!): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
        abstract fun setSize(width: Int, height: Int): Unit
        abstract fun setWidth(width: Int): Unit
      interface IPass : IPostProcessingComponent
        Module Contents abstract fun getHeight(): Int
        abstract fun getPassType(): IPass.PassType!
        abstract fun getRenderToScreen(): Boolean
        abstract fun getWidth(): Int
        abstract fun isClear(): Boolean
        abstract fun needsSwap(): Boolean
        class PassType
          Module Contents CLEAR
          DEPTH
          EFFECT
          MASK
          MULTIPASS
          RENDER
        abstract fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        abstract fun setHeight(height: Int): Unit
        abstract fun setMaterial(material: Material!): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
        abstract fun setSize(width: Int, height: Int): Unit
        abstract fun setWidth(width: Int): Unit
      interface IPlayable
        Module Contents abstract fun isEnded(): Boolean
        abstract fun isPaused(): Boolean
        abstract fun isPlaying(): Boolean
        abstract fun pause(): Unit
        abstract fun play(): Unit
        abstract fun reset(): Unit
      interface IPlayable
        Module Contents abstract fun isEnded(): Boolean
        abstract fun isPaused(): Boolean
        abstract fun isPlaying(): Boolean
        abstract fun pause(): Unit
        abstract fun play(): Unit
        abstract fun reset(): Unit
      interface IPostProcessingComponent
        Module Contents abstract fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        abstract fun isEnabled(): Boolean
        class PostProcessingComponentType
          Module Contents EFFECT
          MULTIPASS
          PASS
      interface IPostProcessingComponent
        Module Contents abstract fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        abstract fun isEnabled(): Boolean
        class PostProcessingComponentType
          Module Contents EFFECT
          MULTIPASS
          PASS
      interface IPostProcessingEffect : IPostProcessingComponent
        Module Contents abstract fun addPass(pass: IPass!): IPass!
        abstract fun getPasses(): MutableList<IPass!>!
        abstract fun initialize(renderer: Renderer!): Unit
        abstract fun removeAllPasses(): Unit
        abstract fun removePass(pass: IPass!): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
      interface IPostProcessingEffect : IPostProcessingComponent
        Module Contents abstract fun addPass(pass: IPass!): IPass!
        abstract fun getPasses(): MutableList<IPass!>!
        abstract fun initialize(renderer: Renderer!): Unit
        abstract fun removeAllPasses(): Unit
        abstract fun removePass(pass: IPass!): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
      interface IRajawaliEglConfigChooser : EGLConfigChooser
        Module Contents abstract fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
      interface IRendererPlugin
        Module Contents abstract fun destroy(): Unit
        abstract fun reload(): Unit
        abstract fun render(): Unit
      interface IRendererPlugin
        Module Contents abstract fun destroy(): Unit
        abstract fun reload(): Unit
        abstract fun render(): Unit
      interface IShaderFragment
        Module Contents abstract fun applyParams(): Unit
        abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getFunctions(): Hashtable<String!, String!>!
        abstract fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getInsertLocation(): Material.PluginInsertLocation!
        abstract fun getPreprocessorDirectives(): MutableList<String!>!
        abstract fun getShaderId(): String!
        abstract fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun main(): Unit
        abstract fun setLocations(programHandle: Int): Unit
        abstract fun setStringBuilder(stringBuilder: StringBuilder!): Unit
        abstract fun unbindTextures(): Unit
      interface IShaderFragment
        Module Contents abstract fun applyParams(): Unit
        abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getFunctions(): Hashtable<String!, String!>!
        abstract fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getInsertLocation(): Material.PluginInsertLocation!
        abstract fun getPreprocessorDirectives(): MutableList<String!>!
        abstract fun getShaderId(): String!
        abstract fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun main(): Unit
        abstract fun setLocations(programHandle: Int): Unit
        abstract fun setStringBuilder(stringBuilder: StringBuilder!): Unit
        abstract fun unbindTextures(): Unit
      interface ISpecularMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun setLights(lights: MutableList<ALight!>!): Unit
        abstract fun setTextures(textures: MutableList<ATexture!>!): Unit
      interface ISpecularMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun setLights(lights: MutableList<ALight!>!): Unit
        abstract fun setTextures(textures: MutableList<ATexture!>!): Unit
      interface ISurface
        Module Contents class ANTI_ALIASING_CONFIG
          Module Contents COVERAGE
          static fun fromInteger(i: Int): ISurface.ANTI_ALIASING_CONFIG!
          MULTISAMPLING
          NONE
        abstract fun getRenderMode(): Int
        static val RENDERMODE_CONTINUOUSLY: Int
        static val RENDERMODE_WHEN_DIRTY: Int
        abstract fun requestRenderUpdate(): Unit
        abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderMode(mode: Int): Unit
        abstract fun setSampleCount(count: Int): Unit
        abstract fun setSurfaceRenderer(renderer: ISurfaceRenderer!): Unit
      interface ISurface
        Module Contents class ANTI_ALIASING_CONFIG
          Module Contents COVERAGE
          static fun fromInteger(i: Int): ISurface.ANTI_ALIASING_CONFIG!
          MULTISAMPLING
          NONE
        abstract fun getRenderMode(): Int
        static val RENDERMODE_CONTINUOUSLY: Int
        static val RENDERMODE_WHEN_DIRTY: Int
        abstract fun requestRenderUpdate(): Unit
        abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderMode(mode: Int): Unit
        abstract fun setSampleCount(count: Int): Unit
        abstract fun setSurfaceRenderer(renderer: ISurfaceRenderer!): Unit
      interface ISurfaceRenderer
        Module Contents abstract fun getFrameRate(): Double
        abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        abstract fun onPause(): Unit
        abstract fun onRenderFrame(gl: GL10!): Unit
        abstract fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        abstract fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
        abstract fun onResume(): Unit
        abstract fun onTouchEvent(event: MotionEvent!): Unit
        abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        abstract fun setFrameRate(rate: Int): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderSurface(surface: ISurface!): Unit
      interface ISurfaceRenderer
        Module Contents abstract fun getFrameRate(): Double
        abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        abstract fun onPause(): Unit
        abstract fun onRenderFrame(gl: GL10!): Unit
        abstract fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        abstract fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
        abstract fun onResume(): Unit
        abstract fun onTouchEvent(event: MotionEvent!): Unit
        abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        abstract fun setFrameRate(rate: Int): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderSurface(surface: ISurface!): Unit
      open class KaleidoscopePass : EffectPass
        Module Contents KaleidoscopePass()
        open fun setSegments(segments: Float): Unit
      open class KaleidoscopePass : EffectPass
        Module Contents KaleidoscopePass()
        open fun setSegments(segments: Float): Unit
      open class LambertFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LambertFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LambertFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LambertFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LensFlare
        Module Contents LensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!)
        open fun addLensFlare(texture: ASingleTexture!): Unit
        open fun addLensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!): Unit
        open fun addLensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!, opacity: Double): Unit
        open class FlareInfo
          Module Contents FlareInfo(texture: ASingleTexture!, size: Int, distance: Double, screenPosition: Vector3!, color: Vector3!, opacity: Double)
          open fun getColor(): Vector3!
          open fun getDistance(): Double
          open fun getOpacity(): Double
          open fun getRotation(): Double
          open fun getScale(): Double
          open fun getScreenPosition(): Vector3!
          open fun getSize(): Int
          open fun getTexture(): ASingleTexture!
          open fun getWantedRotation(): Double
          protected var mColor: Vector3!
          protected var mDistance: Double
          protected var mOpacity: Double
          protected var mRotation: Double
          protected var mScale: Double
          protected var mScreenPosition: Vector3!
          protected var mSize: Int
          protected var mTexture: ASingleTexture!
          protected var mWantedRotation: Double
          open fun setColor(color: DoubleArray!): Unit
          open fun setColor(color: Vector3!): Unit
          open fun setDistance(distance: Double): Unit
          open fun setOpacity(opacity: Double): Unit
          open fun setRotation(rotation: Double): Unit
          open fun setScale(scale: Double): Unit
          open fun setScreenPosition(x: Double, y: Double): Unit
          open fun setScreenPosition(screenPosition: DoubleArray!): Unit
          open fun setScreenPosition(screenPosition: Vector3!): Unit
          open fun setSize(size: Int): Unit
          open fun setTexture(texture: ASingleTexture!): Unit
          open fun setWantedRotation(wantedRotation: Double): Unit
        open fun getLensFlares(): ArrayList<LensFlare.FlareInfo!>!
        open fun getPosition(): Vector3!
        open fun getPositionScreen(): Vector3!
        protected var mLensFlares: ArrayList<LensFlare.FlareInfo!>!
        protected var mOccluded: Boolean
        protected var mPosition: Vector3!
        protected var mPositionScreen: Vector3!
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setPosition(position: Vector3!): Unit
        open fun setPositionScreen(x: Double, y: Double, z: Double): Unit
        open fun setPositionScreen(position: Vector3!): Unit
        open fun updateLensFlares(): Unit
      open class LensFlare
        Module Contents LensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!)
        open fun addLensFlare(texture: ASingleTexture!): Unit
        open fun addLensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!): Unit
        open fun addLensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!, opacity: Double): Unit
        open class FlareInfo
          Module Contents FlareInfo(texture: ASingleTexture!, size: Int, distance: Double, screenPosition: Vector3!, color: Vector3!, opacity: Double)
          open fun getColor(): Vector3!
          open fun getDistance(): Double
          open fun getOpacity(): Double
          open fun getRotation(): Double
          open fun getScale(): Double
          open fun getScreenPosition(): Vector3!
          open fun getSize(): Int
          open fun getTexture(): ASingleTexture!
          open fun getWantedRotation(): Double
          protected var mColor: Vector3!
          protected var mDistance: Double
          protected var mOpacity: Double
          protected var mRotation: Double
          protected var mScale: Double
          protected var mScreenPosition: Vector3!
          protected var mSize: Int
          protected var mTexture: ASingleTexture!
          protected var mWantedRotation: Double
          open fun setColor(color: DoubleArray!): Unit
          open fun setColor(color: Vector3!): Unit
          open fun setDistance(distance: Double): Unit
          open fun setOpacity(opacity: Double): Unit
          open fun setRotation(rotation: Double): Unit
          open fun setScale(scale: Double): Unit
          open fun setScreenPosition(x: Double, y: Double): Unit
          open fun setScreenPosition(screenPosition: DoubleArray!): Unit
          open fun setScreenPosition(screenPosition: Vector3!): Unit
          open fun setSize(size: Int): Unit
          open fun setTexture(texture: ASingleTexture!): Unit
          open fun setWantedRotation(wantedRotation: Double): Unit
        open fun getLensFlares(): ArrayList<LensFlare.FlareInfo!>!
        open fun getPosition(): Vector3!
        open fun getPositionScreen(): Vector3!
        protected var mLensFlares: ArrayList<LensFlare.FlareInfo!>!
        protected var mOccluded: Boolean
        protected var mPosition: Vector3!
        protected var mPositionScreen: Vector3!
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setPosition(position: Vector3!): Unit
        open fun setPositionScreen(x: Double, y: Double, z: Double): Unit
        open fun setPositionScreen(position: Vector3!): Unit
        open fun updateLensFlares(): Unit
      class LensFlarePlugin : Plugin
        Module Contents LensFlarePlugin(renderer: Renderer!)
        LensFlarePlugin(renderer: Renderer!, createVBOs: Boolean)
        fun addLensFlare(lensFlare: LensFlare!): Unit
        fun getLensFlareCount(): Int
        protected fun init(createVBOs: Boolean): Unit
        fun removeLensFlare(lensFlare: LensFlare!): Boolean
        fun render(): Unit
        fun setShaders(vertexShader: String!, fragmentShader: String!): Unit
      class LensFlarePlugin : Plugin
        Module Contents LensFlarePlugin(renderer: Renderer!)
        LensFlarePlugin(renderer: Renderer!, createVBOs: Boolean)
        fun addLensFlare(lensFlare: LensFlare!): Unit
        fun getLensFlareCount(): Int
        protected fun init(createVBOs: Boolean): Unit
        fun removeLensFlare(lensFlare: LensFlare!): Boolean
        fun render(): Unit
        fun setShaders(vertexShader: String!, fragmentShader: String!): Unit
      open class LightMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents LightMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LightMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents LightMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LightMapTexture : ASingleTexture
        Module Contents LightMapTexture(other: LightMapTexture!)
        LightMapTexture(textureName: String!)
        LightMapTexture(textureName: String!, resourceId: Int)
        LightMapTexture(textureName: String!, bitmap: Bitmap!)
        LightMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): LightMapTexture!
      open class LightMapTexture : ASingleTexture
        Module Contents LightMapTexture(other: LightMapTexture!)
        LightMapTexture(textureName: String!)
        LightMapTexture(textureName: String!, resourceId: Int)
        LightMapTexture(textureName: String!, bitmap: Bitmap!)
        LightMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): LightMapTexture!
      open class LightsFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LightsFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LightsFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LightsFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LightsVertexShaderFragment : AShader, IShaderFragment
        Module Contents LightsVertexShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        class LightsShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents G_LIGHT_DIRECTION
          G_LIGHT_DISTANCE
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_AMBIENT_COLOR
          U_AMBIENT_INTENSITY
          U_LIGHT_ATTENUATION
          U_LIGHT_COLOR
          U_LIGHT_DIRECTION
          U_LIGHT_POSITION
          U_LIGHT_POWER
          U_SPOT_CUTOFF_ANGLE
          U_SPOT_EXPONENT
          U_SPOT_FALLOFF
          V_AMBIENT_COLOR
          V_EYE
          V_LIGHT_ATTENUATION
        open fun main(): Unit
        protected var mAmbientColor: FloatArray!
        protected var mAmbientIntensity: FloatArray!
        protected val mTemp3Floats: FloatArray!
        protected val mTemp4Floats: FloatArray!
        protected var muAmbientColorHandle: Int
        protected var muAmbientIntensityHandle: Int
        open fun setAmbientColor(ambientColor: FloatArray!): Unit
        open fun setAmbientIntensity(ambientIntensity: FloatArray!): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LightsVertexShaderFragment : AShader, IShaderFragment
        Module Contents LightsVertexShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        class LightsShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents G_LIGHT_DIRECTION
          G_LIGHT_DISTANCE
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_AMBIENT_COLOR
          U_AMBIENT_INTENSITY
          U_LIGHT_ATTENUATION
          U_LIGHT_COLOR
          U_LIGHT_DIRECTION
          U_LIGHT_POSITION
          U_LIGHT_POWER
          U_SPOT_CUTOFF_ANGLE
          U_SPOT_EXPONENT
          U_SPOT_FALLOFF
          V_AMBIENT_COLOR
          V_EYE
          V_LIGHT_ATTENUATION
        open fun main(): Unit
        protected var mAmbientColor: FloatArray!
        protected var mAmbientIntensity: FloatArray!
        protected val mTemp3Floats: FloatArray!
        protected val mTemp4Floats: FloatArray!
        protected var muAmbientColorHandle: Int
        protected var muAmbientIntensityHandle: Int
        open fun setAmbientColor(ambientColor: FloatArray!): Unit
        open fun setAmbientIntensity(ambientIntensity: FloatArray!): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class Line3D : Object3D
        Module Contents Line3D()
        Line3D(points: Stack<Vector3!>!, thickness: Float)
        Line3D(points: Stack<Vector3!>!, thickness: Float, color: Int)
        Line3D(points: Stack<Vector3!>!, thickness: Float, colors: IntArray!)
        Line3D(points: Stack<Vector3!>!, thickness: Float, colors: IntArray!, createVBOs: Boolean)
        open fun getLineThickness(): Float
        open fun getPoint(point: Int): Vector3!
        protected open fun init(createVBOs: Boolean): Unit
        protected var mColors: IntArray!
        protected var mLineThickness: Float
        protected var mPoints: Stack<Vector3!>!
        open fun preRender(): Unit
        open fun setLineThickness(lineThickness: Float): Unit
      open class Line3D : Object3D
        Module Contents Line3D()
        Line3D(points: Stack<Vector3!>!, thickness: Float)
        Line3D(points: Stack<Vector3!>!, thickness: Float, color: Int)
        Line3D(points: Stack<Vector3!>!, thickness: Float, colors: IntArray!)
        Line3D(points: Stack<Vector3!>!, thickness: Float, colors: IntArray!, createVBOs: Boolean)
        open fun getLineThickness(): Float
        open fun getPoint(point: Int): Vector3!
        protected open fun init(createVBOs: Boolean): Unit
        protected var mColors: IntArray!
        protected var mLineThickness: Float
        protected var mPoints: Stack<Vector3!>!
        open fun preRender(): Unit
        open fun setLineThickness(lineThickness: Float): Unit
      open class LinearBezierCurve3D : ICurve3D
        Module Contents LinearBezierCurve3D()
        LinearBezierCurve3D(point1: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LinearBezierCurve3D : ICurve3D
        Module Contents LinearBezierCurve3D()
        LinearBezierCurve3D(point1: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LittleEndianDataInputStream : InputStream, DataInput
        Module Contents LittleEndianDataInputStream(in: InputStream!)
        open fun available(): Int
        fun close(): Unit
        protected val d: DataInputStream!
        open fun getPosition(): Long
        protected val in: InputStream!
        protected var mPosition: Long
        fun read(b: ByteArray!, off: Int, len: Int): Int
        open fun read(): Int
        fun readBoolean(): Boolean
        fun readByte(): Byte
        fun readChar(): Char
        fun readDouble(): Double
        fun readFloat(): Float
        fun readFully(b: ByteArray!): Unit
        fun readFully(b: ByteArray!, off: Int, len: Int): Unit
        fun readInt(): Int
        fun readLine(): String!
        fun readLong(): Long
        fun readShort(): Short
        open fun readString(length: Int): String!
        fun readUnsignedByte(): Int
        fun readUnsignedInt(): Long
        fun readUnsignedShort(): Int
        fun readUTF(): String!
        fun skip(n: Int): Long
        fun skip(n: Long): Long
        fun skipBytes(n: Int): Int
        protected val w: ByteArray!
      open class LittleEndianDataInputStream : InputStream, DataInput
        Module Contents LittleEndianDataInputStream(in: InputStream!)
        open fun available(): Int
        fun close(): Unit
        protected val d: DataInputStream!
        open fun getPosition(): Long
        protected val in: InputStream!
        protected var mPosition: Long
        fun read(b: ByteArray!, off: Int, len: Int): Int
        open fun read(): Int
        fun readBoolean(): Boolean
        fun readByte(): Byte
        fun readChar(): Char
        fun readDouble(): Double
        fun readFloat(): Float
        fun readFully(b: ByteArray!): Unit
        fun readFully(b: ByteArray!, off: Int, len: Int): Unit
        fun readInt(): Int
        fun readLine(): String!
        fun readLong(): Long
        fun readShort(): Short
        open fun readString(length: Int): String!
        fun readUnsignedByte(): Int
        fun readUnsignedInt(): Long
        fun readUnsignedShort(): Int
        fun readUTF(): String!
        fun skip(n: Int): Long
        fun skip(n: Long): Long
        fun skipBytes(n: Int): Int
        protected val w: ByteArray!
      open class LittleEndianOutputStream : FilterOutputStream
        Module Contents LittleEndianOutputStream(out: OutputStream!)
        open fun size(): Int
        open fun write(b: Int): Unit
        open fun write(data: ByteArray!, offset: Int, length: Int): Unit
        open fun writeBoolean(b: Boolean): Unit
        open fun writeByte(b: Int): Unit
        open fun writeBytes(s: String!): Unit
        open fun writeChar(c: Int): Unit
        open fun writeChars(s: String!): Unit
        fun writeDouble(d: Double): Unit
        fun writeFloat(f: Float): Unit
        open fun writeInt(i: Int): Unit
        open fun writeLong(l: Long): Unit
        open fun writeShort(s: Int): Unit
        open fun writeUTF(s: String!): Unit
        protected var written: Int
      open class LittleEndianOutputStream : FilterOutputStream
        Module Contents LittleEndianOutputStream(out: OutputStream!)
        open fun size(): Int
        open fun write(b: Int): Unit
        open fun write(data: ByteArray!, offset: Int, length: Int): Unit
        open fun writeBoolean(b: Boolean): Unit
        open fun writeByte(b: Int): Unit
        open fun writeBytes(s: String!): Unit
        open fun writeChar(c: Int): Unit
        open fun writeChars(s: String!): Unit
        fun writeDouble(d: Double): Unit
        fun writeFloat(f: Float): Unit
        open fun writeInt(i: Int): Unit
        open fun writeLong(l: Long): Unit
        open fun writeShort(s: Int): Unit
        open fun writeUTF(s: String!): Unit
        protected var written: Int
      open class Loader3DSMax : AMeshLoader
        Module Contents Loader3DSMax(renderer: Renderer!, resourceID: Int)
        Loader3DSMax(renderer: Renderer!, file: File!)
        open fun build(): Unit
        open fun clear(): Unit
        open fun parse(): AMeshLoader!
        protected open fun readFaces(buffer: InputStream!): Unit
        protected open fun readFloat(stream: InputStream!): Float
        protected open fun readHeader(stream: InputStream!): Unit
        protected open fun readInt(stream: InputStream!): Int
        protected open fun readShort(stream: InputStream!): Int
        protected open fun readString(stream: InputStream!): String!
        protected open fun readTexCoords(buffer: InputStream!): Unit
        protected open fun readVertices(buffer: InputStream!): Unit
        protected open fun skipRead(stream: InputStream!): Unit
      open class Loader3DSMax : AMeshLoader
        Module Contents Loader3DSMax(renderer: Renderer!, resourceID: Int)
        Loader3DSMax(renderer: Renderer!, file: File!)
        open fun build(): Unit
        open fun clear(): Unit
        open fun parse(): AMeshLoader!
        protected open fun readFaces(buffer: InputStream!): Unit
        protected open fun readFloat(stream: InputStream!): Float
        protected open fun readHeader(stream: InputStream!): Unit
        protected open fun readInt(stream: InputStream!): Int
        protected open fun readShort(stream: InputStream!): Int
        protected open fun readString(stream: InputStream!): String!
        protected open fun readTexCoords(buffer: InputStream!): Unit
        protected open fun readVertices(buffer: InputStream!): Unit
        protected open fun skipRead(stream: InputStream!): Unit
      open class LoaderAWD : AMeshLoader
        Module Contents LoaderAWD(renderer: Renderer!, file: File!)
        LoaderAWD(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderAWD(renderer: Renderer!, fileOnSDCard: String!)
        protected var awdHeaderAccuracyGeo: Boolean
        protected var awdHeaderAccuracyMatrix: Boolean
        protected var awdHeaderAccuracyProps: Boolean
        protected var awdHeaderBodyLength: Long
        protected var awdHeaderCompression: Int
        protected var awdHeaderFlags: Int
        protected var awdHeaderRevision: Int
        protected var awdHeaderVersion: Int
        class AWDLittleEndianDataInputStream : LittleEndianDataInputStream
          Module Contents AWDLittleEndianDataInputStream(in: InputStream!)
          class Precision
            Module Contents GEO
            MATRIX
            PROPS
          fun readMatrix2D(matrix: FloatArray!): Unit
          fun readMatrix3D(matrix: Matrix4!, usePrecision: Boolean, convert: Boolean): Unit
          fun readPrecisionNumber(usePrecision: Boolean): Double
          fun readProperties(): Unit
          fun readProperties(expected: SparseArray<Short!>!): LoaderAWD.AwdProperties!
          fun readUserAttributes(attributes: HashMap<String!, Any!>!): HashMap<String!, Any!>!
          fun readVarString(): String!
          fun setPropertyPrecision(flag: Boolean): Unit
          static val TYPE_AWDBYTEARRAY: Short
          static val TYPE_AWDSTRING: Short
          static val TYPE_BADDR: Short
          static val TYPE_BOOL: Short
          static val TYPE_COLOR: Short
          static val TYPE_FLOAT32: Short
          static val TYPE_FLOAT64: Short
          static val TYPE_INT16: Short
          static val TYPE_INT32: Short
          static val TYPE_INT8: Short
          static val TYPE_MTX3x2: Short
          static val TYPE_MTX3x3: Short
          static val TYPE_MTX4x3: Short
          static val TYPE_MTX4x4: Short
          static val TYPE_NR: Short
          static val TYPE_UINT16: Short
          static val TYPE_UINT32: Short
          static val TYPE_UINT8: Short
          static val TYPE_VECTOR2x1: Short
          static val TYPE_VECTOR3x1: Short
          static val TYPE_VECTOR4x1: Short
        class AwdProperties : HashMap<Short!, Any!>
          Module Contents AwdProperties()
          fun get(key: Short, fallback: Any!): Any!
        protected val baseObjects: MutableList<Object3D!>!
        protected val blockDataList: SparseArray<LoaderAWD.BlockHeader!>!
        class BlockHeader
          Module Contents BlockHeader()
          var awdRevision: Int
          var awdVersion: Int
          var blockEnd: Long
          var blockHeaders: SparseArray<LoaderAWD.BlockHeader!>!
          var dataLength: Long
          static val FLAG_ACCURACY_GEO: Int
          static val FLAG_ACCURACY_MATRIX: Int
          static val FLAG_ACCURACY_PROPS: Int
          var flags: Int
          var globalPrecisionGeo: Boolean
          var globalPrecisionMatrix: Boolean
          var globalPrecisionProps: Boolean
          var id: Int
          var namespace: Int
          var parser: ABlockParser!
          fun toString(): String
          var type: Int
        protected static val FLAG_BLOCK_HEADER_PRECISION: Int
        protected static val FLAG_HEADER_COMPRESSION: Int
        protected static val FLAG_HEADER_GEOMETRY_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_MATRIX_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_PROPERTIES_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_STREAMING: Int
        open fun getBlockByID(blockID: Int): LoaderAWD.BlockHeader!
        protected open static fun getClassID(namespace: Int, typeID: Int): Int
        open fun getCompression(): Compression!
        protected open fun getLittleEndianInputStream(size: Int): LoaderAWD.AWDLittleEndianDataInputStream!
        open fun getParsedObject(): Object3D!
        interface IBlockParser
          Module Contents abstract fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected open fun init(): Unit
        protected var mAlwaysUseContainer: Boolean
        protected static val NS_AWD: Byte
        open fun onBlockParsingFinished(blockParsers: MutableList<LoaderAWD.IBlockParser!>!): Unit
        protected open fun onRegisterBlockClasses(blockParserClassesMap: SparseArray<Class<out ABlockParser!>!>!): Unit
        open fun parse(): AMeshLoader!
        open fun setAlwaysUseContainer(flag: Boolean): Unit
      open class LoaderAWD : AMeshLoader
        Module Contents LoaderAWD(renderer: Renderer!, file: File!)
        LoaderAWD(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderAWD(renderer: Renderer!, fileOnSDCard: String!)
        protected var awdHeaderAccuracyGeo: Boolean
        protected var awdHeaderAccuracyMatrix: Boolean
        protected var awdHeaderAccuracyProps: Boolean
        protected var awdHeaderBodyLength: Long
        protected var awdHeaderCompression: Int
        protected var awdHeaderFlags: Int
        protected var awdHeaderRevision: Int
        protected var awdHeaderVersion: Int
        class AWDLittleEndianDataInputStream : LittleEndianDataInputStream
          Module Contents AWDLittleEndianDataInputStream(in: InputStream!)
          class Precision
            Module Contents GEO
            MATRIX
            PROPS
          fun readMatrix2D(matrix: FloatArray!): Unit
          fun readMatrix3D(matrix: Matrix4!, usePrecision: Boolean, convert: Boolean): Unit
          fun readPrecisionNumber(usePrecision: Boolean): Double
          fun readProperties(): Unit
          fun readProperties(expected: SparseArray<Short!>!): LoaderAWD.AwdProperties!
          fun readUserAttributes(attributes: HashMap<String!, Any!>!): HashMap<String!, Any!>!
          fun readVarString(): String!
          fun setPropertyPrecision(flag: Boolean): Unit
          static val TYPE_AWDBYTEARRAY: Short
          static val TYPE_AWDSTRING: Short
          static val TYPE_BADDR: Short
          static val TYPE_BOOL: Short
          static val TYPE_COLOR: Short
          static val TYPE_FLOAT32: Short
          static val TYPE_FLOAT64: Short
          static val TYPE_INT16: Short
          static val TYPE_INT32: Short
          static val TYPE_INT8: Short
          static val TYPE_MTX3x2: Short
          static val TYPE_MTX3x3: Short
          static val TYPE_MTX4x3: Short
          static val TYPE_MTX4x4: Short
          static val TYPE_NR: Short
          static val TYPE_UINT16: Short
          static val TYPE_UINT32: Short
          static val TYPE_UINT8: Short
          static val TYPE_VECTOR2x1: Short
          static val TYPE_VECTOR3x1: Short
          static val TYPE_VECTOR4x1: Short
        class AwdProperties : HashMap<Short!, Any!>
          Module Contents AwdProperties()
          fun get(key: Short, fallback: Any!): Any!
        protected val baseObjects: MutableList<Object3D!>!
        protected val blockDataList: SparseArray<LoaderAWD.BlockHeader!>!
        class BlockHeader
          Module Contents BlockHeader()
          var awdRevision: Int
          var awdVersion: Int
          var blockEnd: Long
          var blockHeaders: SparseArray<LoaderAWD.BlockHeader!>!
          var dataLength: Long
          static val FLAG_ACCURACY_GEO: Int
          static val FLAG_ACCURACY_MATRIX: Int
          static val FLAG_ACCURACY_PROPS: Int
          var flags: Int
          var globalPrecisionGeo: Boolean
          var globalPrecisionMatrix: Boolean
          var globalPrecisionProps: Boolean
          var id: Int
          var namespace: Int
          var parser: ABlockParser!
          fun toString(): String
          var type: Int
        protected static val FLAG_BLOCK_HEADER_PRECISION: Int
        protected static val FLAG_HEADER_COMPRESSION: Int
        protected static val FLAG_HEADER_GEOMETRY_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_MATRIX_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_PROPERTIES_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_STREAMING: Int
        open fun getBlockByID(blockID: Int): LoaderAWD.BlockHeader!
        protected open static fun getClassID(namespace: Int, typeID: Int): Int
        open fun getCompression(): Compression!
        protected open fun getLittleEndianInputStream(size: Int): LoaderAWD.AWDLittleEndianDataInputStream!
        open fun getParsedObject(): Object3D!
        interface IBlockParser
          Module Contents abstract fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected open fun init(): Unit
        protected var mAlwaysUseContainer: Boolean
        protected static val NS_AWD: Byte
        open fun onBlockParsingFinished(blockParsers: MutableList<LoaderAWD.IBlockParser!>!): Unit
        protected open fun onRegisterBlockClasses(blockParserClassesMap: SparseArray<Class<out ABlockParser!>!>!): Unit
        open fun parse(): AMeshLoader!
        open fun setAlwaysUseContainer(flag: Boolean): Unit
      open class LoaderFBX : AMeshLoader
        Module Contents LoaderFBX(renderer: Renderer!, fileOnSDCard: String!)
        LoaderFBX(renderer: Renderer!, file: File!)
        LoaderFBX(renderer: Renderer!, resourceId: Int)
        open static fun convertFloats(floats: MutableList<Float!>!): FloatArray!
        open static fun convertIntegers(integers: MutableList<Int!>!): IntArray!
        open fun parse(): LoaderFBX!
      open class LoaderFBX : AMeshLoader
        Module Contents LoaderFBX(renderer: Renderer!, fileOnSDCard: String!)
        LoaderFBX(renderer: Renderer!, file: File!)
        LoaderFBX(renderer: Renderer!, resourceId: Int)
        open static fun convertFloats(floats: MutableList<Float!>!): FloatArray!
        open static fun convertIntegers(integers: MutableList<Int!>!): IntArray!
        open fun parse(): LoaderFBX!
      open class LoaderGCode : AMeshLoader
        Module Contents LoaderGCode(filename: String!)
        LoaderGCode(file: File!)
        LoaderGCode(renderer: Renderer!, file: File!)
        LoaderGCode(renderer: Renderer!, fileOnSDCard: String!)
        LoaderGCode(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        class GCodeFlavor
          Module Contents static fun fromString(val: String!): LoaderGCode.GCodeFlavor!
          fun getVal(): Int
          SKEINFORGE
          SLIC3R
          fun toString(): String
          UNKNOWN
        open class GCodeLayer
          Module Contents GCodeLayer()
          open fun getPoints(): Stack<Vector3!>!
          open fun setPoints(points: Stack<Vector3!>!): Unit
        open class GCodeLine
          Module Contents GCodeLine()
          GCodeLine(in: String!)
          open fun getE(): Float
          open fun getF(): Float
          open fun getOrigin_e(): Float
          open fun getOrigin_f(): Float
          open fun getOrigin_x(): Float
          open fun getOrigin_y(): Float
          open fun getOrigin_z(): Float
          open fun getX(): Float
          open fun getY(): Float
          open fun getZ(): Float
          open fun init(): Unit
          open fun setE(e: Float): Unit
          open fun setF(f: Float): Unit
          open fun setOrigin(line: LoaderGCode.GCodeLine!): Unit
          open fun setOrigin_e(origin_e: Float): Unit
          open fun setOrigin_f(origin_f: Float): Unit
          open fun setOrigin_x(origin_x: Float): Unit
          open fun setOrigin_y(origin_y: Float): Unit
          open fun setOrigin_z(origin_z: Float): Unit
          open fun setX(x: Float): Unit
          open fun setY(y: Float): Unit
          open fun setZ(z: Float): Unit
        class GCodeParseException : ParsingException
          Module Contents GCodeParseException(msg: String!)
        protected open fun getBufferedInputStream(): BufferedInputStream!
        open fun getMetaData(): HashMap<String!, String!>!
        open fun init(): Unit
        open fun parse(): AMeshLoader!
        protected open fun readGCode(buffer: BufferedInputStream!): Object3D!
        protected open fun readSkeinforgeComments(buffer: BufferedInputStream!): HashMap<String!, String!>!
        protected open fun readSlic3rComments(buffer: BufferedInputStream!): HashMap<String!, String!>!
        open fun setMetaData(metaData: HashMap<String!, String!>!): Unit
        class SupportedCommands
          Module Contents static fun fromString(val: String!): LoaderGCode.SupportedCommands!
          G1
          G21
          G90
          G91
          G92
          fun getVal(): Int
          M82
          M84
          fun toString(): String
        static fun tasteFlavor(file: File!): LoaderGCode.GCodeFlavor!
        static fun tasteFlavor(res: Resources!, resId: Int): LoaderGCode.GCodeFlavor!
        static fun tasteFlavor(buffer: BufferedInputStream!): LoaderGCode.GCodeFlavor!
      open class LoaderGCode : AMeshLoader
        Module Contents LoaderGCode(filename: String!)
        LoaderGCode(file: File!)
        LoaderGCode(renderer: Renderer!, file: File!)
        LoaderGCode(renderer: Renderer!, fileOnSDCard: String!)
        LoaderGCode(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        class GCodeFlavor
          Module Contents static fun fromString(val: String!): LoaderGCode.GCodeFlavor!
          fun getVal(): Int
          SKEINFORGE
          SLIC3R
          fun toString(): String
          UNKNOWN
        open class GCodeLayer
          Module Contents GCodeLayer()
          open fun getPoints(): Stack<Vector3!>!
          open fun setPoints(points: Stack<Vector3!>!): Unit
        open class GCodeLine
          Module Contents GCodeLine()
          GCodeLine(in: String!)
          open fun getE(): Float
          open fun getF(): Float
          open fun getOrigin_e(): Float
          open fun getOrigin_f(): Float
          open fun getOrigin_x(): Float
          open fun getOrigin_y(): Float
          open fun getOrigin_z(): Float
          open fun getX(): Float
          open fun getY(): Float
          open fun getZ(): Float
          open fun init(): Unit
          open fun setE(e: Float): Unit
          open fun setF(f: Float): Unit
          open fun setOrigin(line: LoaderGCode.GCodeLine!): Unit
          open fun setOrigin_e(origin_e: Float): Unit
          open fun setOrigin_f(origin_f: Float): Unit
          open fun setOrigin_x(origin_x: Float): Unit
          open fun setOrigin_y(origin_y: Float): Unit
          open fun setOrigin_z(origin_z: Float): Unit
          open fun setX(x: Float): Unit
          open fun setY(y: Float): Unit
          open fun setZ(z: Float): Unit
        class GCodeParseException : ParsingException
          Module Contents GCodeParseException(msg: String!)
        protected open fun getBufferedInputStream(): BufferedInputStream!
        open fun getMetaData(): HashMap<String!, String!>!
        open fun init(): Unit
        open fun parse(): AMeshLoader!
        protected open fun readGCode(buffer: BufferedInputStream!): Object3D!
        protected open fun readSkeinforgeComments(buffer: BufferedInputStream!): HashMap<String!, String!>!
        protected open fun readSlic3rComments(buffer: BufferedInputStream!): HashMap<String!, String!>!
        open fun setMetaData(metaData: HashMap<String!, String!>!): Unit
        class SupportedCommands
          Module Contents static fun fromString(val: String!): LoaderGCode.SupportedCommands!
          G1
          G21
          G90
          G91
          G92
          fun getVal(): Int
          M82
          M84
          fun toString(): String
        static fun tasteFlavor(file: File!): LoaderGCode.GCodeFlavor!
        static fun tasteFlavor(res: Resources!, resId: Int): LoaderGCode.GCodeFlavor!
        static fun tasteFlavor(buffer: BufferedInputStream!): LoaderGCode.GCodeFlavor!
      open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD2(renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD2(renderer: Renderer!, resourceId: Int)
        LoaderMD2(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderMD2(renderer: Renderer!, file: File!)
        open fun duplicateAndAppendVertices(frameNumber: Int, indices: IntArray!): Unit
        open fun getParsedAnimationObject(): AAnimationObject3D!
        open fun parse(): LoaderMD2!
      open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD2(renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD2(renderer: Renderer!, resourceId: Int)
        LoaderMD2(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderMD2(renderer: Renderer!, file: File!)
        open fun duplicateAndAppendVertices(frameNumber: Int, indices: IntArray!): Unit
        open fun getParsedAnimationObject(): AAnimationObject3D!
        open fun parse(): LoaderMD2!
      open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
        Module Contents LoaderMD5Anim(animationName: String!, renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD5Anim(animationName: String!, renderer: Renderer!, resourceId: Int)
        open fun getParsedAnimationSequence(): IAnimationSequence!
        open fun parse(): LoaderMD5Anim!
      open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
        Module Contents LoaderMD5Anim(animationName: String!, renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD5Anim(animationName: String!, renderer: Renderer!, resourceId: Int)
        open fun getParsedAnimationSequence(): IAnimationSequence!
        open fun parse(): LoaderMD5Anim!
      open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD5Mesh(renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD5Mesh(renderer: Renderer!, resourceId: Int)
        LoaderMD5Mesh(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        open fun getParsedAnimationObject(): AAnimationObject3D!
        var mBindPoseMatrix: DoubleArray!
        var mInverseBindPoseMatrix: Array<DoubleArray!>!
        open fun parse(): LoaderMD5Mesh!
      open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD5Mesh(renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD5Mesh(renderer: Renderer!, resourceId: Int)
        LoaderMD5Mesh(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        open fun getParsedAnimationObject(): AAnimationObject3D!
        var mBindPoseMatrix: DoubleArray!
        var mInverseBindPoseMatrix: Array<DoubleArray!>!
        open fun parse(): LoaderMD5Mesh!
      open class LoaderOBJ : AMeshLoader
        Module Contents LoaderOBJ(renderer: Renderer!, fileOnSDCard: String!)
        LoaderOBJ(renderer: Renderer!, resourceId: Int)
        LoaderOBJ(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderOBJ(renderer: Renderer!, file: File!)
        protected val DIFFUSE_COLOR: String!
        protected val DIFFUSE_TEX_MAP: String!
        protected val FACE: String!
        protected val GROUP: String!
        protected val MATERIAL_LIB: String!
        protected open class MaterialLib
          Module Contents MaterialLib()
          open fun parse(materialLibPath: String!, resourceType: String!, resourcePackage: String!): Unit
          open fun setMaterial(object: Object3D!, materialName: String!): Unit
        protected val NEW_MATERIAL: String!
        protected val NORMAL: String!
        protected val OBJECT: String!
        protected open class ObjIndexData
          Module Contents ObjIndexData(targetObj: Object3D!)
          var colorIndices: ArrayList<Int!>!
          var materialName: String!
          var normalIndices: ArrayList<Int!>!
          var targetObj: Object3D!
          var texCoordIndices: ArrayList<Int!>!
          var vertexIndices: ArrayList<Int!>!
        open fun parse(): LoaderOBJ!
        open fun parse(offsetCentroids: Boolean): LoaderOBJ!
        protected val TEXCOORD: String!
        open fun toString(): String
        protected val USE_MATERIAL: String!
        protected val VERTEX: String!
      open class LoaderOBJ : AMeshLoader
        Module Contents LoaderOBJ(renderer: Renderer!, fileOnSDCard: String!)
        LoaderOBJ(renderer: Renderer!, resourceId: Int)
        LoaderOBJ(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderOBJ(renderer: Renderer!, file: File!)
        protected val DIFFUSE_COLOR: String!
        protected val DIFFUSE_TEX_MAP: String!
        protected val FACE: String!
        protected val GROUP: String!
        protected val MATERIAL_LIB: String!
        protected open class MaterialLib
          Module Contents MaterialLib()
          open fun parse(materialLibPath: String!, resourceType: String!, resourcePackage: String!): Unit
          open fun setMaterial(object: Object3D!, materialName: String!): Unit
        protected val NEW_MATERIAL: String!
        protected val NORMAL: String!
        protected val OBJECT: String!
        protected open class ObjIndexData
          Module Contents ObjIndexData(targetObj: Object3D!)
          var colorIndices: ArrayList<Int!>!
          var materialName: String!
          var normalIndices: ArrayList<Int!>!
          var targetObj: Object3D!
          var texCoordIndices: ArrayList<Int!>!
          var vertexIndices: ArrayList<Int!>!
        open fun parse(): LoaderOBJ!
        open fun parse(offsetCentroids: Boolean): LoaderOBJ!
        protected val TEXCOORD: String!
        open fun toString(): String
        protected val USE_MATERIAL: String!
        protected val VERTEX: String!
      open class LoaderSTL : AMeshLoader
        Module Contents LoaderSTL(renderer: Renderer!, file: File!)
        LoaderSTL(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderSTL(renderer: Renderer!, fileOnSDCard: String!)
        static fun isASCII(file: File!): Boolean
        static fun isASCII(res: Resources!, resId: Int): Boolean
        static fun isASCII(buffer: BufferedReader!): Boolean
        open fun parse(): AMeshLoader!
        open fun parse(type: LoaderSTL.StlType!): AMeshLoader!
        class StlParseException : ParsingException
          Module Contents StlParseException(msg: String!)
        class StlType
          Module Contents ASCII
          BINARY
          UNKNOWN
      open class LoaderSTL : AMeshLoader
        Module Contents LoaderSTL(renderer: Renderer!, file: File!)
        LoaderSTL(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderSTL(renderer: Renderer!, fileOnSDCard: String!)
        static fun isASCII(file: File!): Boolean
        static fun isASCII(res: Resources!, resId: Int): Boolean
        static fun isASCII(buffer: BufferedReader!): Boolean
        open fun parse(): AMeshLoader!
        open fun parse(type: LoaderSTL.StlType!): AMeshLoader!
        class StlParseException : ParsingException
          Module Contents StlParseException(msg: String!)
        class StlType
          Module Contents ASCII
          BINARY
          UNKNOWN
      open class LogarithmicSpiral3D : ASpiral3D
        Module Contents LogarithmicSpiral3D(density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3!, theta: Double): Unit
        open fun calculatePointDegrees(result: Vector3!, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LogarithmicSpiral3D : ASpiral3D
        Module Contents LogarithmicSpiral3D(density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3!, theta: Double): Unit
        open fun calculatePointDegrees(result: Vector3!, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class MaskPass : APass
        Module Contents MaskPass(scene: Scene!)
        open fun isInverse(): Boolean
        protected var mInverse: Boolean
        protected var mScene: Scene!
        open fun render(scene: Scene!, render: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setInverse(inverse: Boolean): Unit
      open class MaskPass : APass
        Module Contents MaskPass(scene: Scene!)
        open fun isInverse(): Boolean
        protected var mInverse: Boolean
        protected var mScene: Scene!
        open fun render(scene: Scene!, render: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setInverse(inverse: Boolean): Unit
      open class Material
        Module Contents Material()
        Material(deferCapabilitiesCheck: Boolean)
        Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!)
        Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!, deferCapabilitiesCheck: Boolean)
        open fun addPlugin(plugin: IMaterialPlugin!): Unit
        open fun addTexture(texture: ATexture!): Unit
        open fun applyParams(): Unit
        open fun bindTextureByName(index: Int, texture: ATexture!): Unit
        open fun bindTextureByName(name: String!, index: Int, texture: ATexture!): Unit
        open fun bindTextures(): Unit
        open fun copyTexturesTo(material: Material!): Unit
        protected open fun createShaders(): Unit
        open fun enableLighting(value: Boolean): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getAmbientColor(): Int
        open fun getColor(): Int
        open fun getColorInfluence(): Float
        open fun getDiffuseMethod(): IDiffuseMethod!
        open fun getInverseViewMatrix(): FloatArray!
        open fun getModelViewMatrix(): FloatArray!
        open fun getOwnerIdentity(): String!
        open fun getPlugin(pluginClass: Class<*>!): IMaterialPlugin!
        open fun getSpecularMethod(): ISpecularMethod!
        open fun getTextureList(): ArrayList<ATexture!>!
        open fun getTime(): Float
        open fun lightingEnabled(): Boolean
        protected var mCustomFragmentShader: FragmentShader!
        protected var mCustomVertexShader: VertexShader!
        protected var mLights: MutableList<ALight!>!
        protected val mNormalFloats: FloatArray!
        protected var mNormalMatrix: Matrix4!
        protected var mOwnerIdentity: String!
        protected var mPlugins: MutableList<IMaterialPlugin!>!
        protected var mTextureHandles: MutableMap<String!, Int!>!
        protected var mTextureList: ArrayList<ATexture!>!
        protected open fun onPreFragmentShaderInitialize(@NonNull fragmentShader: FragmentShader): Unit
        protected open fun onPreVertexShaderInitialize(@NonNull vertexShader: VertexShader): Unit
        class PluginInsertLocation
          Module Contents IGNORE
          POST_TRANSFORM
          PRE_ALPHA
          PRE_DIFFUSE
          PRE_LIGHTING
          PRE_SPECULAR
          PRE_TRANSFORM
        open fun removePlugin(plugin: IMaterialPlugin!): Unit
        open fun removeTexture(texture: ATexture!): Unit
        open fun setAmbientColor(color: Int): Unit
        open fun setAmbientColor(color: FloatArray!): Unit
        open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
        open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray!): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setCurrentObject(currentObject: Object3D!): Unit
        open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod!): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: Matrix4!): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setModelMatrix(modelMatrix: Matrix4!): Unit
        open fun setModelViewMatrix(modelViewMatrix: Matrix4!): Unit
        open fun setMVPMatrix(mvpMatrix: Matrix4!): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(bufferInfo: BufferInfo!): Unit
        open fun setOwnerIdentity(identity: String!): Unit
        open fun setSpecularMethod(specularMethod: ISpecularMethod!): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(bufferInfo: BufferInfo!): Unit
        open fun setTextureHandleForName(@NonNull name: String): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(bufferInfo: BufferInfo!): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(bufferInfo: BufferInfo!): Unit
        open fun timeEnabled(): Boolean
        open fun unbindTextures(): Unit
        open fun unsetCurrentObject(currentObject: Object3D!): Unit
        open fun useProgram(): Unit
        open fun useVertexColors(value: Boolean): Unit
        open fun usingVertexColors(): Boolean
      open class Material
        Module Contents Material()
        Material(deferCapabilitiesCheck: Boolean)
        Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!)
        Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!, deferCapabilitiesCheck: Boolean)
        open fun addPlugin(plugin: IMaterialPlugin!): Unit
        open fun addTexture(texture: ATexture!): Unit
        open fun applyParams(): Unit
        open fun bindTextureByName(index: Int, texture: ATexture!): Unit
        open fun bindTextureByName(name: String!, index: Int, texture: ATexture!): Unit
        open fun bindTextures(): Unit
        open fun copyTexturesTo(material: Material!): Unit
        protected open fun createShaders(): Unit
        open fun enableLighting(value: Boolean): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getAmbientColor(): Int
        open fun getColor(): Int
        open fun getColorInfluence(): Float
        open fun getDiffuseMethod(): IDiffuseMethod!
        open fun getInverseViewMatrix(): FloatArray!
        open fun getModelViewMatrix(): FloatArray!
        open fun getOwnerIdentity(): String!
        open fun getPlugin(pluginClass: Class<*>!): IMaterialPlugin!
        open fun getSpecularMethod(): ISpecularMethod!
        open fun getTextureList(): ArrayList<ATexture!>!
        open fun getTime(): Float
        open fun lightingEnabled(): Boolean
        protected var mCustomFragmentShader: FragmentShader!
        protected var mCustomVertexShader: VertexShader!
        protected var mLights: MutableList<ALight!>!
        protected val mNormalFloats: FloatArray!
        protected var mNormalMatrix: Matrix4!
        protected var mOwnerIdentity: String!
        protected var mPlugins: MutableList<IMaterialPlugin!>!
        protected var mTextureHandles: MutableMap<String!, Int!>!
        protected var mTextureList: ArrayList<ATexture!>!
        protected open fun onPreFragmentShaderInitialize(@NonNull fragmentShader: FragmentShader): Unit
        protected open fun onPreVertexShaderInitialize(@NonNull vertexShader: VertexShader): Unit
        class PluginInsertLocation
          Module Contents IGNORE
          POST_TRANSFORM
          PRE_ALPHA
          PRE_DIFFUSE
          PRE_LIGHTING
          PRE_SPECULAR
          PRE_TRANSFORM
        open fun removePlugin(plugin: IMaterialPlugin!): Unit
        open fun removeTexture(texture: ATexture!): Unit
        open fun setAmbientColor(color: Int): Unit
        open fun setAmbientColor(color: FloatArray!): Unit
        open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
        open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray!): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setCurrentObject(currentObject: Object3D!): Unit
        open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod!): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: Matrix4!): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setModelMatrix(modelMatrix: Matrix4!): Unit
        open fun setModelViewMatrix(modelViewMatrix: Matrix4!): Unit
        open fun setMVPMatrix(mvpMatrix: Matrix4!): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(bufferInfo: BufferInfo!): Unit
        open fun setOwnerIdentity(identity: String!): Unit
        open fun setSpecularMethod(specularMethod: ISpecularMethod!): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(bufferInfo: BufferInfo!): Unit
        open fun setTextureHandleForName(@NonNull name: String): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(bufferInfo: BufferInfo!): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(bufferInfo: BufferInfo!): Unit
        open fun timeEnabled(): Boolean
        open fun unbindTextures(): Unit
        open fun unsetCurrentObject(currentObject: Object3D!): Unit
        open fun useProgram(): Unit
        open fun useVertexColors(value: Boolean): Unit
        open fun usingVertexColors(): Boolean
      open class MaterialManager : AResourceManager
        Module Contents open fun addMaterial(material: Material!): Material!
        open static fun getInstance(): MaterialManager!
        open fun getMaterialCount(): Int
        open fun reload(): Unit
        open fun removeMaterial(material: Material!): Unit
        open fun reset(): Unit
        open fun taskAdd(material: Material!): Unit
        open fun taskReload(): Unit
        open fun taskRemove(material: Material!): Unit
        open fun taskReset(): Unit
        open fun taskReset(renderer: Renderer!): Unit
      open class MaterialManager : AResourceManager
        Module Contents open fun addMaterial(material: Material!): Material!
        open static fun getInstance(): MaterialManager!
        open fun getMaterialCount(): Int
        open fun reload(): Unit
        open fun removeMaterial(material: Material!): Unit
        open fun reset(): Unit
        open fun taskAdd(material: Material!): Unit
        open fun taskReload(): Unit
        open fun taskRemove(material: Material!): Unit
        open fun taskReset(): Unit
        open fun taskReset(renderer: Renderer!): Unit
      open class MathUtil
        Module Contents MathUtil()
        open static fun clamp(value: Double, min: Double, max: Double): Double
        open static fun clamp(value: Int, min: Int, max: Int): Int
        open static fun clamp(value: Short, min: Short, max: Short): Short
        open static fun cos(radians: Double): Double
        open static fun degreesToRadians(degrees: Double): Double
        open static fun getClosestPowerOfTwo(x: Int): Int
        static val HALF_PI: Double
        open static fun initialize(): Boolean
        static val PI: Double
        static val PRE_180_DIV_PI: Double
        static val PRE_PI_DIV_180: Double
        static val PRECISION: Int
        open static fun radiansToDegrees(radians: Double): Double
        open static fun realEqual(a: Double, b: Double, tolerance: Double): Boolean
        open static fun sin(radians: Double): Double
        open static fun tan(radians: Double): Double
        static val TWO_PI: Double
      open class MathUtil
        Module Contents MathUtil()
        open static fun clamp(value: Double, min: Double, max: Double): Double
        open static fun clamp(value: Int, min: Int, max: Int): Int
        open static fun clamp(value: Short, min: Short, max: Short): Short
        open static fun cos(radians: Double): Double
        open static fun degreesToRadians(degrees: Double): Double
        open static fun getClosestPowerOfTwo(x: Int): Int
        static val HALF_PI: Double
        open static fun initialize(): Boolean
        static val PI: Double
        static val PRE_180_DIV_PI: Double
        static val PRE_PI_DIV_180: Double
        static val PRECISION: Int
        open static fun radiansToDegrees(radians: Double): Double
        open static fun realEqual(a: Double, b: Double, tolerance: Double): Boolean
        open static fun sin(radians: Double): Double
        open static fun tan(radians: Double): Double
        static val TWO_PI: Double
      open class Matrix
        Module Contents Matrix()
        open static fun frustumM(m: DoubleArray!, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun invertM(mInv: DoubleArray!, mInvOffset: Int, m: DoubleArray!, mOffset: Int): Boolean
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun multiplyMM(result: DoubleArray!, resultOffset: Int, lhs: DoubleArray!, lhsOffset: Int, rhs: DoubleArray!, rhsOffset: Int): Unit
        open static fun multiplyMV(resultVec: DoubleArray!, resultVecOffset: Int, lhsMat: DoubleArray!, lhsMatOffset: Int, rhsVec: DoubleArray!, rhsVecOffset: Int): Unit
        open static fun orthoM(m: DoubleArray!, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun perspectiveM(m: DoubleArray!, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun rotateM(rm: DoubleArray!, rmOffset: Int, m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun rotateM(m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(sm: DoubleArray!, smOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setIdentityM(sm: DoubleArray!, smOffset: Int): Unit
        open static fun setLookAtM(rm: DoubleArray!, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun setRotateEulerM(rm: DoubleArray!, rmOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setRotateM(rm: DoubleArray!, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun translateM(tm: DoubleArray!, tmOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun translateM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun transposeM(mTrans: DoubleArray!, mTransOffset: Int, m: DoubleArray!, mOffset: Int): Unit
      open class Matrix
        Module Contents Matrix()
        open static fun frustumM(m: DoubleArray!, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun invertM(mInv: DoubleArray!, mInvOffset: Int, m: DoubleArray!, mOffset: Int): Boolean
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun multiplyMM(result: DoubleArray!, resultOffset: Int, lhs: DoubleArray!, lhsOffset: Int, rhs: DoubleArray!, rhsOffset: Int): Unit
        open static fun multiplyMV(resultVec: DoubleArray!, resultVecOffset: Int, lhsMat: DoubleArray!, lhsMatOffset: Int, rhsVec: DoubleArray!, rhsVecOffset: Int): Unit
        open static fun orthoM(m: DoubleArray!, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun perspectiveM(m: DoubleArray!, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun rotateM(rm: DoubleArray!, rmOffset: Int, m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun rotateM(m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(sm: DoubleArray!, smOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setIdentityM(sm: DoubleArray!, smOffset: Int): Unit
        open static fun setLookAtM(rm: DoubleArray!, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun setRotateEulerM(rm: DoubleArray!, rmOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setRotateM(rm: DoubleArray!, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun translateM(tm: DoubleArray!, tmOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun translateM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun transposeM(mTrans: DoubleArray!, mTransOffset: Int, m: DoubleArray!, mOffset: Int): Unit
      class Matrix4 : Cloneable
        Module Contents Matrix4()
        Matrix4(@NonNull matrix: Matrix4)
        Matrix4(@NonNull matrix: DoubleArray)
        Matrix4(@NonNull matrix: FloatArray)
        Matrix4(@NonNull quat: Quaternion)
        @NonNull fun add(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun clone(): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
        @NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
        fun determinant(): Double
        fun equals(other: Any?): Boolean
        @NonNull fun getDoubleValues(): DoubleArray
        @NonNull fun getFloatValues(): FloatArray
        @NonNull fun getScaling(): Vector3
        @NonNull fun getScaling(@NonNull vec: Vector3): Vector3
        @NonNull fun getTranslation(): Vector3
        @NonNull fun getTranslation(vec: Vector3!): Vector3
        fun hashCode(): Int
        @NonNull fun identity(): Matrix4
        @NonNull fun inverse(): Matrix4
        @NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
        static val M00: Int
        static val M01: Int
        static val M02: Int
        static val M03: Int
        static val M10: Int
        static val M11: Int
        static val M12: Int
        static val M13: Int
        static val M20: Int
        static val M21: Int
        static val M22: Int
        static val M23: Int
        static val M30: Int
        static val M31: Int
        static val M32: Int
        static val M33: Int
        @NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun multiply(value: Double): Matrix4
        @NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
        @NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
        @NonNull fun projectVector(@NonNull vec: Vector3): Vector3
        @NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        fun rotateVector(@NonNull vec: Vector3): Unit
        @NonNull fun scale(@NonNull vec: Vector3): Matrix4
        @NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun scale(s: Double): Matrix4
        @NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
        @NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
        @NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
        @NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
        @NonNull fun setCoordinateZoom(zoom: Double): Matrix4
        @NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToNormalMatrix(): Matrix4
        @NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        @NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
        @NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
        @NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
        @NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
        fun toArray(@NonNull doubleArray: DoubleArray): Unit
        fun toFloatArray(@NonNull floatArray: FloatArray): Unit
        @NonNull fun toString(): String
        @NonNull fun translate(@NonNull vec: Vector3): Matrix4
        @NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun transpose(): Matrix4
        @NonNull fun zero(): Matrix4
      class Matrix4 : Cloneable
        Module Contents Matrix4()
        Matrix4(@NonNull matrix: Matrix4)
        Matrix4(@NonNull matrix: DoubleArray)
        Matrix4(@NonNull matrix: FloatArray)
        Matrix4(@NonNull quat: Quaternion)
        @NonNull fun add(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun clone(): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
        @NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
        fun determinant(): Double
        fun equals(other: Any?): Boolean
        @NonNull fun getDoubleValues(): DoubleArray
        @NonNull fun getFloatValues(): FloatArray
        @NonNull fun getScaling(): Vector3
        @NonNull fun getScaling(@NonNull vec: Vector3): Vector3
        @NonNull fun getTranslation(): Vector3
        @NonNull fun getTranslation(vec: Vector3!): Vector3
        fun hashCode(): Int
        @NonNull fun identity(): Matrix4
        @NonNull fun inverse(): Matrix4
        @NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
        static val M00: Int
        static val M01: Int
        static val M02: Int
        static val M03: Int
        static val M10: Int
        static val M11: Int
        static val M12: Int
        static val M13: Int
        static val M20: Int
        static val M21: Int
        static val M22: Int
        static val M23: Int
        static val M30: Int
        static val M31: Int
        static val M32: Int
        static val M33: Int
        @NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun multiply(value: Double): Matrix4
        @NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
        @NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
        @NonNull fun projectVector(@NonNull vec: Vector3): Vector3
        @NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        fun rotateVector(@NonNull vec: Vector3): Unit
        @NonNull fun scale(@NonNull vec: Vector3): Matrix4
        @NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun scale(s: Double): Matrix4
        @NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
        @NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
        @NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
        @NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
        @NonNull fun setCoordinateZoom(zoom: Double): Matrix4
        @NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToNormalMatrix(): Matrix4
        @NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        @NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
        @NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
        @NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
        @NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
        fun toArray(@NonNull doubleArray: DoubleArray): Unit
        fun toFloatArray(@NonNull floatArray: FloatArray): Unit
        @NonNull fun toString(): String
        @NonNull fun translate(@NonNull vec: Vector3): Matrix4
        @NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun transpose(): Matrix4
        @NonNull fun zero(): Matrix4
      open class NormalColorMaterialPlugin : AShader, IMaterialPlugin
        Module Contents NormalColorMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class NormalColorMaterialPlugin : AShader, IMaterialPlugin
        Module Contents NormalColorMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents NormalMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents NormalMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class NormalMapTexture : ASingleTexture
        Module Contents NormalMapTexture(other: NormalMapTexture!)
        NormalMapTexture(textureName: String!)
        NormalMapTexture(textureName: String!, resourceId: Int)
        NormalMapTexture(textureName: String!, bitmap: Bitmap!)
        NormalMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): NormalMapTexture!
      open class NormalMapTexture : ASingleTexture
        Module Contents NormalMapTexture(other: NormalMapTexture!)
        NormalMapTexture(textureName: String!)
        NormalMapTexture(textureName: String!, resourceId: Int)
        NormalMapTexture(textureName: String!, bitmap: Bitmap!)
        NormalMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): NormalMapTexture!
      open class NormalsObject3D : DebugObject3D
        Module Contents NormalsObject3D(o: Object3D!)
        NormalsObject3D(o: Object3D!, lineThinkness: Int)
        NormalsObject3D(o: Object3D!, lineThinkness: Int, normalLength: Float)
        NormalsObject3D(o: Object3D!, lineThinkness: Int, normalLength: Float, color: Int)
      open class NormalsObject3D : DebugObject3D
        Module Contents NormalsObject3D(o: Object3D!)
        NormalsObject3D(o: Object3D!, lineThinkness: Int)
        NormalsObject3D(o: Object3D!, lineThinkness: Int, normalLength: Float)
        NormalsObject3D(o: Object3D!, lineThinkness: Int, normalLength: Float, color: Int)
      open class NotImplementedParsingException : ParsingException
        Module Contents NotImplementedParsingException()
      open class NotImplementedParsingException : ParsingException
        Module Contents NotImplementedParsingException()
      open class NotParsableException : ParsingException
        Module Contents NotParsableException(msg: String!)
      open class NotParsableException : ParsingException
        Module Contents NotParsableException(msg: String!)
      open class NPrism : Object3D
        Module Contents NPrism(sides: Int, radius: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
        protected open fun calculateMinorAxis(major: Double): Double
        protected open fun init(createVBOs: Boolean): Unit
        protected var mEccentricity: Double
        protected var mHeight: Double
        protected var mMinorBase: Double
        protected var mMinorTop: Double
        protected var mRadiusBase: Double
        protected var mRadiusTop: Double
        protected var mSideCount: Int
      open class NPrism : Object3D
        Module Contents NPrism(sides: Int, radius: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
        protected open fun calculateMinorAxis(major: Double): Double
        protected open fun init(createVBOs: Boolean): Unit
        protected var mEccentricity: Double
        protected var mHeight: Double
        protected var mMinorBase: Double
        protected var mMinorTop: Double
        protected var mRadiusBase: Double
        protected var mRadiusTop: Double
        protected var mSideCount: Int
      class NullRenderer : Renderer
        Module Contents NullRenderer(context: Context!)
        protected fun initScene(): Unit
        fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        fun onTouchEvent(event: MotionEvent!): Unit
      class NullRenderer : Renderer
        Module Contents NullRenderer(context: Context!)
        protected fun initScene(): Unit
        fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        fun onTouchEvent(event: MotionEvent!): Unit
      open class Object3D : ATransformable3D, Comparable<Object3D!>, INode
        Module Contents Object3D()
        Object3D(name: String!)
        open fun accept(visitor: INodeVisitor!): Unit
        open fun addChild(child: Object3D!): Unit
        static val ALPHA: Int
        static val BLUE: Int
        protected open fun checkGlError(op: String!): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D!
        open fun clone(copyMaterial: Boolean): Object3D!
        open fun clone(): Object3D!
        protected open fun cloneTo(clone: Object3D!, copyMaterial: Boolean): Unit
        open fun compareTo(other: Object3D!): Int
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox!
        open fun getChildAt(index: Int): Object3D!
        open fun getChildByName(name: String!): Object3D!
        open fun getDrawingMode(): Int
        open fun getGeometry(): Geometry3D!
        open fun getInverseViewMatrix(): Matrix4!
        open fun getMaterial(): Material!
        open fun getModelViewMatrix(): Matrix4!
        open fun getModelViewProjectionMatrix(): Matrix4!
        open fun getName(): String!
        open fun getNumChildren(): Int
        open fun getNumObjects(): Int
        open fun getNumTriangles(): Int
        open fun getParent(): Object3D!
        open fun getRenderChildrenAsBatch(): Boolean
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getWorldPosition(): Vector3!
        static val GREEN: Int
        open fun hasBoundingVolume(): Boolean
        open fun isBackSided(): Boolean
        open fun isBlendingEnabled(): Boolean
        open fun isContainer(isContainer: Boolean): Unit
        open fun isContainer(): Boolean
        open fun isDepthMaskEnabled(): Boolean
        open fun isDepthTestEnabled(): Boolean
        open fun isDestroyed(): Boolean
        open fun isDoubleSided(): Boolean
        open fun isForcedDepth(): Boolean
        open fun isInFrustum(): Boolean
        open fun isPartOfBatch(): Boolean
        open fun isPickingEnabled(): Boolean
        open fun isTransparent(): Boolean
        open fun isVisible(): Boolean
        protected var mBackSided: Boolean
        protected var mBlendFuncDFactor: Int
        protected var mBlendFuncSFactor: Int
        protected var mChildren: MutableList<Object3D!>!
        protected var mColor: FloatArray!
        protected var mDoubleSided: Boolean
        protected var mDrawingMode: Int
        protected var mElementsBufferType: Int
        protected var mEnableBlending: Boolean
        protected var mEnableDepthMask: Boolean
        protected var mEnableDepthTest: Boolean
        protected var mForcedDepth: Boolean
        protected var mFrustumTest: Boolean
        protected var mGeometry: Geometry3D!
        protected var mHasCubemapTexture: Boolean
        protected val mInverseViewMatrix: Matrix4!
        protected var mIsContainerOnly: Boolean
        protected var mIsDestroyed: Boolean
        protected var mIsInFrustum: Boolean
        protected var mIsPartOfBatch: Boolean
        protected var mIsVisible: Boolean
        protected var mManageMaterial: Boolean
        protected var mMaterial: Material!
        protected val mMVMatrix: Matrix4!
        protected val mMVPMatrix: Matrix4!
        protected var mName: String!
        protected var mOriginalTextureCoords: FloatBuffer!
        protected var mOverrideMaterialColor: Boolean
        protected var mParent: Object3D!
        protected var mParentMatrix: Matrix4!
        protected var mPickingColor: FloatArray!
        protected var mPickingIndex: Int
        protected var mPMatrix: Matrix4!
        protected var mRenderChildrenAsBatch: Boolean
        protected val mRotationMatrix: Matrix4!
        protected var mShowBoundingVolume: Boolean
        protected var mTransparent: Boolean
        protected open fun preRender(): Unit
        static val RED: Int
        open fun reload(): Unit
        open fun removeChild(child: Object3D!): Boolean
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun renderColorPicking(camera: Camera!, pickingMaterial: Material!): Unit
        open fun setAlpha(alpha: Int): Unit
        open fun setAlpha(alpha: Float): Unit
        open fun setAtlasTile(tileName: String!, atlas: TextureAtlas!): Unit
        open fun setBackSided(backSided: Boolean): Unit
        open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
        open fun setBlendingEnabled(value: Boolean): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3!): Unit
        open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setDepthMaskEnabled(value: Boolean): Unit
        open fun setDepthTestEnabled(value: Boolean): Unit
        open fun setDoubleSided(doubleSided: Boolean): Unit
        open fun setDrawingMode(drawingMode: Int): Unit
        open fun setForcedDepth(forcedDepth: Boolean): Unit
        open fun setFrustumTest(value: Boolean): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setName(name: String!): Unit
        open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
        open fun setPickingColor(colorIndex: Int): Unit
        open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
        open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
        open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
        open fun setTransparent(value: Boolean): Unit
        open fun setVisible(visible: Boolean): Unit
        static val UNPICKABLE: Int
      open class Object3D : ATransformable3D, Comparable<Object3D!>, INode
        Module Contents Object3D()
        Object3D(name: String!)
        open fun accept(visitor: INodeVisitor!): Unit
        open fun addChild(child: Object3D!): Unit
        static val ALPHA: Int
        static val BLUE: Int
        protected open fun checkGlError(op: String!): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D!
        open fun clone(copyMaterial: Boolean): Object3D!
        open fun clone(): Object3D!
        protected open fun cloneTo(clone: Object3D!, copyMaterial: Boolean): Unit
        open fun compareTo(other: Object3D!): Int
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox!
        open fun getChildAt(index: Int): Object3D!
        open fun getChildByName(name: String!): Object3D!
        open fun getDrawingMode(): Int
        open fun getGeometry(): Geometry3D!
        open fun getInverseViewMatrix(): Matrix4!
        open fun getMaterial(): Material!
        open fun getModelViewMatrix(): Matrix4!
        open fun getModelViewProjectionMatrix(): Matrix4!
        open fun getName(): String!
        open fun getNumChildren(): Int
        open fun getNumObjects(): Int
        open fun getNumTriangles(): Int
        open fun getParent(): Object3D!
        open fun getRenderChildrenAsBatch(): Boolean
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getWorldPosition(): Vector3!
        static val GREEN: Int
        open fun hasBoundingVolume(): Boolean
        open fun isBackSided(): Boolean
        open fun isBlendingEnabled(): Boolean
        open fun isContainer(isContainer: Boolean): Unit
        open fun isContainer(): Boolean
        open fun isDepthMaskEnabled(): Boolean
        open fun isDepthTestEnabled(): Boolean
        open fun isDestroyed(): Boolean
        open fun isDoubleSided(): Boolean
        open fun isForcedDepth(): Boolean
        open fun isInFrustum(): Boolean
        open fun isPartOfBatch(): Boolean
        open fun isPickingEnabled(): Boolean
        open fun isTransparent(): Boolean
        open fun isVisible(): Boolean
        protected var mBackSided: Boolean
        protected var mBlendFuncDFactor: Int
        protected var mBlendFuncSFactor: Int
        protected var mChildren: MutableList<Object3D!>!
        protected var mColor: FloatArray!
        protected var mDoubleSided: Boolean
        protected var mDrawingMode: Int
        protected var mElementsBufferType: Int
        protected var mEnableBlending: Boolean
        protected var mEnableDepthMask: Boolean
        protected var mEnableDepthTest: Boolean
        protected var mForcedDepth: Boolean
        protected var mFrustumTest: Boolean
        protected var mGeometry: Geometry3D!
        protected var mHasCubemapTexture: Boolean
        protected val mInverseViewMatrix: Matrix4!
        protected var mIsContainerOnly: Boolean
        protected var mIsDestroyed: Boolean
        protected var mIsInFrustum: Boolean
        protected var mIsPartOfBatch: Boolean
        protected var mIsVisible: Boolean
        protected var mManageMaterial: Boolean
        protected var mMaterial: Material!
        protected val mMVMatrix: Matrix4!
        protected val mMVPMatrix: Matrix4!
        protected var mName: String!
        protected var mOriginalTextureCoords: FloatBuffer!
        protected var mOverrideMaterialColor: Boolean
        protected var mParent: Object3D!
        protected var mParentMatrix: Matrix4!
        protected var mPickingColor: FloatArray!
        protected var mPickingIndex: Int
        protected var mPMatrix: Matrix4!
        protected var mRenderChildrenAsBatch: Boolean
        protected val mRotationMatrix: Matrix4!
        protected var mShowBoundingVolume: Boolean
        protected var mTransparent: Boolean
        protected open fun preRender(): Unit
        static val RED: Int
        open fun reload(): Unit
        open fun removeChild(child: Object3D!): Boolean
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun renderColorPicking(camera: Camera!, pickingMaterial: Material!): Unit
        open fun setAlpha(alpha: Int): Unit
        open fun setAlpha(alpha: Float): Unit
        open fun setAtlasTile(tileName: String!, atlas: TextureAtlas!): Unit
        open fun setBackSided(backSided: Boolean): Unit
        open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
        open fun setBlendingEnabled(value: Boolean): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3!): Unit
        open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setDepthMaskEnabled(value: Boolean): Unit
        open fun setDepthTestEnabled(value: Boolean): Unit
        open fun setDoubleSided(doubleSided: Boolean): Unit
        open fun setDrawingMode(drawingMode: Int): Unit
        open fun setForcedDepth(forcedDepth: Boolean): Unit
        open fun setFrustumTest(value: Boolean): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setName(name: String!): Unit
        open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
        open fun setPickingColor(colorIndex: Int): Unit
        open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
        open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
        open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
        open fun setTransparent(value: Boolean): Unit
        open fun setVisible(visible: Boolean): Unit
        static val UNPICKABLE: Int
      open class ObjectColorPicker : IObjectPicker
        Module Contents ObjectColorPicker(renderer: Renderer!)
        open class ColorPickerInfo
          Module Contents ColorPickerInfo(x: Float, y: Float, picker: ObjectColorPicker!)
          open fun getPicker(): ObjectColorPicker!
          open fun getX(): Int
          open fun getY(): Int
        open fun getMaterial(): Material!
        open fun getObjectAt(x: Float, y: Float): Unit
        open fun getRenderTarget(): RenderTarget!
        open fun initialize(): Unit
        class ObjectColorPickerException : Exception
          Module Contents ObjectColorPickerException()
          ObjectColorPickerException(msg: String!)
          ObjectColorPickerException(throwable: Throwable!)
          ObjectColorPickerException(msg: String!, throwable: Throwable!)
        open static fun pickObject(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
        open fun registerObject(object: Object3D!): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
        open fun unregisterObject(object: Object3D!): Unit
      open class ObjectColorPicker : IObjectPicker
        Module Contents ObjectColorPicker(renderer: Renderer!)
        open class ColorPickerInfo
          Module Contents ColorPickerInfo(x: Float, y: Float, picker: ObjectColorPicker!)
          open fun getPicker(): ObjectColorPicker!
          open fun getX(): Int
          open fun getY(): Int
        open fun getMaterial(): Material!
        open fun getObjectAt(x: Float, y: Float): Unit
        open fun getRenderTarget(): RenderTarget!
        open fun initialize(): Unit
        class ObjectColorPickerException : Exception
          Module Contents ObjectColorPickerException()
          ObjectColorPickerException(msg: String!)
          ObjectColorPickerException(throwable: Throwable!)
          ObjectColorPickerException(msg: String!, throwable: Throwable!)
        open static fun pickObject(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
        open fun registerObject(object: Object3D!): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
        open fun unregisterObject(object: Object3D!): Unit
      open class Octree : A_nAABBTree
        Module Contents Octree()
        Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        Octree(parent: Octree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        protected static val COLORS: IntArray!
        protected open fun destroy(): Unit
        protected open fun init(): Unit
        protected open fun setChildRegion(octant: Int, side_lengths: Vector3!): Unit
        protected open fun split(): Unit
        open fun toString(): String
      open class Octree : A_nAABBTree
        Module Contents Octree()
        Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        Octree(parent: Octree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        protected static val COLORS: IntArray!
        protected open fun destroy(): Unit
        protected open fun init(): Unit
        protected open fun setChildRegion(octant: Int, side_lengths: Vector3!): Unit
        protected open fun split(): Unit
        open fun toString(): String
      interface OnFPSUpdateListener
        Module Contents abstract fun onFPSUpdate(fps: Double): Unit
      interface OnFPSUpdateListener
        Module Contents abstract fun onFPSUpdate(fps: Double): Unit
      interface OnObjectPickedListener
        Module Contents abstract fun onNoObjectPicked(): Unit
        abstract fun onObjectPicked(@NonNull object: Object3D): Unit
      interface OnObjectPickedListener
        Module Contents abstract fun onNoObjectPicked(): Unit
        abstract fun onObjectPicked(@NonNull object: Object3D): Unit
      open class OrenNayarFragmentShaderFragment : AShader, IShaderFragment
        Module Contents OrenNayarFragmentShaderFragment(lights: MutableList<ALight!>!, roughness: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class OrenNayarFragmentShaderFragment : AShader, IShaderFragment
        Module Contents OrenNayarFragmentShaderFragment(lights: MutableList<ALight!>!, roughness: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class OrthographicCamera : Camera
        Module Contents OrthographicCamera()
        open fun getZoom(): Double
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setZoom(zoom: Double): Unit
      open class OrthographicCamera : Camera
        Module Contents OrthographicCamera()
        open fun getZoom(): Double
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setZoom(zoom: Double): Unit
      open class OutlineEffect : APostProcessingEffect
        Module Contents OutlineEffect(scene: Scene!, camera: Camera!, width: Int, height: Int, thickness: Float, blendMode: BlendPass.BlendMode!)
        open fun initialize(renderer: Renderer!): Unit
      open class OutlineEffect : APostProcessingEffect
        Module Contents OutlineEffect(scene: Scene!, camera: Camera!, width: Int, height: Int, thickness: Float, blendMode: BlendPass.BlendMode!)
        open fun initialize(renderer: Renderer!): Unit
      open class PalettedTexture : ACompressedTexture
        Module Contents PalettedTexture(other: PalettedTexture!)
        PalettedTexture(textureName: String!, byteBuffer: ByteBuffer!, paletteFormat: PalettedTexture.PaletteFormat!)
        PalettedTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, paletteFormat: PalettedTexture.PaletteFormat!)
        open fun clone(): PalettedTexture!
        open fun getPaletteFormat(): PalettedTexture.PaletteFormat!
        class PaletteFormat
          Module Contents PALETTE4_R5_G6_B5
          PALETTE4_RGB5_A1
          PALETTE4_RGB8
          PALETTE4_RGBA4
          PALETTE4_RGBA8
          PALETTE8_R5_G6_B5
          PALETTE8_RGB5_A1
          PALETTE8_RGB8
          PALETTE8_RGBA4
          PALETTE8_RGBA8
        open fun setFrom(other: PalettedTexture!): Unit
        open fun setPaletteFormat(paletteFormat: PalettedTexture.PaletteFormat!): Unit
      open class PalettedTexture : ACompressedTexture
        Module Contents PalettedTexture(other: PalettedTexture!)
        PalettedTexture(textureName: String!, byteBuffer: ByteBuffer!, paletteFormat: PalettedTexture.PaletteFormat!)
        PalettedTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, paletteFormat: PalettedTexture.PaletteFormat!)
        open fun clone(): PalettedTexture!
        open fun getPaletteFormat(): PalettedTexture.PaletteFormat!
        class PaletteFormat
          Module Contents PALETTE4_R5_G6_B5
          PALETTE4_RGB5_A1
          PALETTE4_RGB8
          PALETTE4_RGBA4
          PALETTE4_RGBA8
          PALETTE8_R5_G6_B5
          PALETTE8_RGB5_A1
          PALETTE8_RGB8
          PALETTE8_RGBA4
          PALETTE8_RGBA8
        open fun setFrom(other: PalettedTexture!): Unit
        open fun setPaletteFormat(paletteFormat: PalettedTexture.PaletteFormat!): Unit
      open class ParsingException : Exception
        Module Contents ParsingException()
        ParsingException(msg: String!)
        ParsingException(throwable: Throwable!)
        ParsingException(msg: String!, throwable: Throwable!)
      open class ParsingException : Exception
        Module Contents ParsingException()
        ParsingException(msg: String!)
        ParsingException(throwable: Throwable!)
        ParsingException(msg: String!, throwable: Throwable!)
      open class Path3D : ICurve3D
        Module Contents Path3D()
        open fun addPoint(point: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3!
        open fun getPoints(): MutableList<Vector3!>!
        open fun hashCode(): Int
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mCurrentTangent: Vector3!
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Vector3!>!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class Path3D : ICurve3D
        Module Contents Path3D()
        open fun addPoint(point: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3!
        open fun getPoints(): MutableList<Vector3!>!
        open fun hashCode(): Int
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mCurrentTangent: Vector3!
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Vector3!>!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class Path4D : ICurve4D
        Module Contents Path4D()
        open fun addPoint(point: Quaternion!): Unit
        open fun calculatePoint(result: Quaternion!, t: Double): Unit
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Quaternion!
        open fun getPoints(): MutableList<Quaternion!>!
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Quaternion!>!
      open class Path4D : ICurve4D
        Module Contents Path4D()
        open fun addPoint(point: Quaternion!): Unit
        open fun calculatePoint(result: Quaternion!, t: Double): Unit
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Quaternion!
        open fun getPoints(): MutableList<Quaternion!>!
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Quaternion!>!
      open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents PhongFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, shininess: Float)
        PhongFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, shininess: Float, specularIntensity: Float, textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setShininess(shininess: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        open fun setSpecularIntensity(specularIntensity: Float): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents PhongFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, shininess: Float)
        PhongFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, shininess: Float, specularIntensity: Float, textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setShininess(shininess: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        open fun setSpecularIntensity(specularIntensity: Float): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class PipRenderer : Renderer
        Module Contents PipRenderer(context: Context!, pipScale: Float, pipMarginX: Float, pipMarginY: Float)
        open fun initScene(): Unit
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        protected open fun onRender(elapsedTime: Long, deltaTime: Double): Unit
        open fun onTouchEvent(event: MotionEvent!): Unit
        open fun setMainRenderer(mainRenderer: SubRenderer!): Unit
        open fun setMiniRenderer(miniRenderer: SubRenderer!): Unit
      open class PipRenderer : Renderer
        Module Contents PipRenderer(context: Context!, pipScale: Float, pipMarginX: Float, pipMarginY: Float)
        open fun initScene(): Unit
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        protected open fun onRender(elapsedTime: Long, deltaTime: Double): Unit
        open fun onTouchEvent(event: MotionEvent!): Unit
        open fun setMainRenderer(mainRenderer: SubRenderer!): Unit
        open fun setMiniRenderer(miniRenderer: SubRenderer!): Unit
      open class PivotPointMaterialPlugin : IMaterialPlugin
        Module Contents PivotPointMaterialPlugin(x: Double, y: Double, z: Double)
        PivotPointMaterialPlugin(offset: Vector3!)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setOffset(offset: Vector3!): Unit
        open fun unbindTextures(): Unit
        class VerTexOffsetShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_VERTEX_OFFSET
      open class PivotPointMaterialPlugin : IMaterialPlugin
        Module Contents PivotPointMaterialPlugin(x: Double, y: Double, z: Double)
        PivotPointMaterialPlugin(offset: Vector3!)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setOffset(offset: Vector3!): Unit
        open fun unbindTextures(): Unit
        class VerTexOffsetShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_VERTEX_OFFSET
      open class PixelatedPass : EffectPass
        Module Contents PixelatedPass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class PixelatedPass : EffectPass
        Module Contents PixelatedPass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class Plane
        Module Contents Plane()
        Plane(point1: Vector3!, point2: Vector3!, point3: Vector3!)
        open fun getD(): Double
        open fun getDistanceTo(point: Vector3!): Double
        open fun getNormal(): Vector3!
        open fun getPointSide(point: Vector3!): Plane.PlaneSide!
        open fun isFrontFacing(direction: Vector3!): Boolean
        open fun normalize(): Unit
        class PlaneSide
          Module Contents BACK
          FRONT
          ONPLANE
        open fun set(point1: Vector3!, point2: Vector3!, point3: Vector3!): Unit
        open fun setComponents(x: Double, y: Double, z: Double, w: Double): Unit
      open class Plane
        Module Contents Plane()
        Plane(point1: Vector3!, point2: Vector3!, point3: Vector3!)
        open fun getD(): Double
        open fun getDistanceTo(point: Vector3!): Double
        open fun getNormal(): Vector3!
        open fun getPointSide(point: Vector3!): Plane.PlaneSide!
        open fun isFrontFacing(direction: Vector3!): Boolean
        open fun normalize(): Unit
        class PlaneSide
          Module Contents BACK
          FRONT
          ONPLANE
        open fun set(point1: Vector3!, point2: Vector3!, point3: Vector3!): Unit
        open fun setComponents(x: Double, y: Double, z: Double, w: Double): Unit
      open class Plane : Object3D
        Module Contents Plane()
        Plane(upAxis: Vector3.Axis!)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
        protected var mHeight: Float
        protected var mNumTextureTiles: Int
        protected var mSegmentsH: Int
        protected var mSegmentsW: Int
        protected var mWidth: Float
      open class Plane : Object3D
        Module Contents Plane()
        Plane(upAxis: Vector3.Axis!)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
        protected var mHeight: Float
        protected var mNumTextureTiles: Int
        protected var mSegmentsH: Int
        protected var mSegmentsW: Int
        protected var mWidth: Float
      abstract class Playable : IPlayable
        Module Contents Playable()
        open fun isEnded(): Boolean
        open fun isPaused(): Boolean
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        protected open fun setState(state: Playable.State!): Unit
        protected class State
          Module Contents ENDED
          PAUSED
          PLAYING
      abstract class Playable : IPlayable
        Module Contents Playable()
        open fun isEnded(): Boolean
        open fun isPaused(): Boolean
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        protected open fun setState(state: Playable.State!): Unit
        protected class State
          Module Contents ENDED
          PAUSED
          PLAYING
      abstract class Plugin : IRendererPlugin
        Module Contents Plugin(renderer: Renderer!)
        Plugin(renderer: Renderer!, createVBOs: Boolean)
        protected open fun createProgram(vertexShader: String!, fragmentShader: String!): Int
        open fun destroy(): Unit
        protected open fun getAttribLocation(name: String!): Int
        protected open fun getUniformLocation(name: String!): Int
        protected open fun init(createVBOs: Boolean): Unit
        protected open fun loadShader(shaderType: Int, source: String!): Int
        protected var mFragmentShader: String!
        protected var mFShaderHandle: Int
        protected var mGeometry: Geometry3D!
        protected var mProgram: Int
        protected var mProgramCreated: Boolean
        protected var mRenderer: Renderer!
        protected var mVertexShader: String!
        protected var mVShaderHandle: Int
        open fun reload(): Unit
        open fun render(): Unit
        protected open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        protected open fun setShaders(vertexShader: String!, fragmentShader: String!): Unit
        open fun unload(): Unit
        protected open fun useProgram(programHandle: Int): Unit
      abstract class Plugin : IRendererPlugin
        Module Contents Plugin(renderer: Renderer!)
        Plugin(renderer: Renderer!, createVBOs: Boolean)
        protected open fun createProgram(vertexShader: String!, fragmentShader: String!): Int
        open fun destroy(): Unit
        protected open fun getAttribLocation(name: String!): Int
        protected open fun getUniformLocation(name: String!): Int
        protected open fun init(createVBOs: Boolean): Unit
        protected open fun loadShader(shaderType: Int, source: String!): Int
        protected var mFragmentShader: String!
        protected var mFShaderHandle: Int
        protected var mGeometry: Geometry3D!
        protected var mProgram: Int
        protected var mProgramCreated: Boolean
        protected var mRenderer: Renderer!
        protected var mVertexShader: String!
        protected var mVShaderHandle: Int
        open fun reload(): Unit
        open fun render(): Unit
        protected open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        protected open fun setShaders(vertexShader: String!, fragmentShader: String!): Unit
        open fun unload(): Unit
        protected open fun useProgram(programHandle: Int): Unit
      open class PointApertureMaterialPlugin : IMaterialPlugin
        Module Contents PointApertureMaterialPlugin(aperture: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class PointApertureMaterialPlugin : IMaterialPlugin
        Module Contents PointApertureMaterialPlugin(aperture: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class PointLight : ALight
        Module Contents PointLight()
        open fun getAttenuation(): FloatArray!
        protected var mAttenuation: FloatArray!
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
      open class PointLight : ALight
        Module Contents PointLight()
        open fun getAttenuation(): FloatArray!
        protected var mAttenuation: FloatArray!
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
      open class PointOrbitalMaterialPlugin : IMaterialPlugin
        Module Contents PointOrbitalMaterialPlugin()
        PointOrbitalMaterialPlugin(speed: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setSpeed(speed: Float): Unit
        open fun unbindTextures(): Unit
      open class PointOrbitalMaterialPlugin : IMaterialPlugin
        Module Contents PointOrbitalMaterialPlugin()
        PointOrbitalMaterialPlugin(speed: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setSpeed(speed: Float): Unit
        open fun unbindTextures(): Unit
      open class PointShell : Object3D
        Module Contents PointShell()
        PointShell(number: Int, radius: Float)
        open fun init(numPoints: Int, radius: Float): Unit
        protected open fun preRender(): Unit
      open class PointShell : Object3D
        Module Contents PointShell()
        PointShell(number: Int, radius: Float)
        open fun init(numPoints: Int, radius: Float): Unit
        protected open fun preRender(): Unit
      open class PointSprite : Plane
        Module Contents PointSprite(width: Float, height: Float)
        PointSprite(width: Float, height: Float, createVBOs: Boolean)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
      open class PointSprite : Plane
        Module Contents PointSprite(width: Float, height: Float)
        PointSprite(width: Float, height: Float, createVBOs: Boolean)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
      open class PosableAnimation3D : Animation3D
        Module Contents PosableAnimation3D(from: Double, to: Double)
        protected open fun applyTransformation(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class PosableAnimation3D : Animation3D
        Module Contents PosableAnimation3D(from: Double, to: Double)
        protected open fun applyTransformation(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class PosableMaterialPlugin : IMaterialPlugin
        Module Contents PosableMaterialPlugin(geometry: Geometry3D!)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        class PosingShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_POSE_NORMAL
          A_POSE_POSITION
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_POSE_INTERPOLATION
        open fun setInterpolation(interpolation: Double): Unit
        open fun unbindTextures(): Unit
      open class PosableMaterialPlugin : IMaterialPlugin
        Module Contents PosableMaterialPlugin(geometry: Geometry3D!)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        class PosingShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_POSE_NORMAL
          A_POSE_POSITION
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_POSE_INTERPOLATION
        open fun setInterpolation(interpolation: Double): Unit
        open fun unbindTextures(): Unit
      open class PositionColorMaterialPlugin : AShader, IMaterialPlugin
        Module Contents PositionColorMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class PositionColorMaterialPlugin : AShader, IMaterialPlugin
        Module Contents PositionColorMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class PostProcessingManager
        Module Contents PostProcessingManager(@NonNull renderer: Renderer)
        PostProcessingManager(@NonNull renderer: Renderer, sampleFactor: Double)
        PostProcessingManager(@NonNull renderer: Renderer, width: Int, height: Int)
        open fun addEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun addPass(@NonNull pass: IPass): Unit
        protected open fun checkAndUpdatePassDimensions(pass: IPass!): Unit
        @NonNull open fun getScene(): Scene
        @NonNull open fun getTexture(): ATexture
        open fun insertEffect(index: Int, @NonNull multiPass: IPostProcessingEffect): Unit
        open fun insertPass(index: Int, @NonNull pass: IPass): Unit
        open fun isEmpty(): Boolean
        protected var mComponents: MutableList<IPostProcessingComponent!>!
        protected var mComponentsDirty: Boolean
        protected var mCopyPass: EffectPass!
        protected var mHeight: Int
        protected var mNumPasses: Int
        protected var mPasses: MutableList<IPass!>!
        var mReadBuffer: RenderTarget!
        protected var mRenderer: Renderer!
        protected var mRenderTarget1: RenderTarget!
        protected var mRenderTarget2: RenderTarget!
        protected var mScene: Scene!
        protected var mScreenQuad: ScreenQuad!
        protected var mWidth: Int
        var mWriteBuffer: RenderTarget!
        open fun removeEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun removePass(@NonNull pass: IPass): Unit
        open fun render(elapsedTime: Long, deltaTime: Double): Unit
        open fun reset(@NonNull renderTarget: RenderTarget): Unit
        protected open fun setComponentsDirty(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun swapBuffers(): Unit
      open class PostProcessingManager
        Module Contents PostProcessingManager(@NonNull renderer: Renderer)
        PostProcessingManager(@NonNull renderer: Renderer, sampleFactor: Double)
        PostProcessingManager(@NonNull renderer: Renderer, width: Int, height: Int)
        open fun addEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun addPass(@NonNull pass: IPass): Unit
        protected open fun checkAndUpdatePassDimensions(pass: IPass!): Unit
        @NonNull open fun getScene(): Scene
        @NonNull open fun getTexture(): ATexture
        open fun insertEffect(index: Int, @NonNull multiPass: IPostProcessingEffect): Unit
        open fun insertPass(index: Int, @NonNull pass: IPass): Unit
        open fun isEmpty(): Boolean
        protected var mComponents: MutableList<IPostProcessingComponent!>!
        protected var mComponentsDirty: Boolean
        protected var mCopyPass: EffectPass!
        protected var mHeight: Int
        protected var mNumPasses: Int
        protected var mPasses: MutableList<IPass!>!
        var mReadBuffer: RenderTarget!
        protected var mRenderer: Renderer!
        protected var mRenderTarget1: RenderTarget!
        protected var mRenderTarget2: RenderTarget!
        protected var mScene: Scene!
        protected var mScreenQuad: ScreenQuad!
        protected var mWidth: Int
        var mWriteBuffer: RenderTarget!
        open fun removeEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun removePass(@NonNull pass: IPass): Unit
        open fun render(elapsedTime: Long, deltaTime: Double): Unit
        open fun reset(@NonNull renderTarget: RenderTarget): Unit
        protected open fun setComponentsDirty(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun swapBuffers(): Unit
      open class PvrtcTexture : ACompressedTexture
        Module Contents PvrtcTexture(other: PvrtcTexture!)
        PvrtcTexture(textureName: String!, byteBuffer: ByteBuffer!, pvrtcFormat: PvrtcTexture.PvrtcFormat!)
        PvrtcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, pvrtcFormat: PvrtcTexture.PvrtcFormat!)
        open fun clone(): PvrtcTexture!
        open fun getPvrtcFormat(): PvrtcTexture.PvrtcFormat!
        protected var mPvrtcFormat: PvrtcTexture.PvrtcFormat!
        class PvrtcFormat
          Module Contents RGB_2BPP
          RGB_4BPP
          RGBA_2BPP
          RGBA_4BPP
        open fun setFrom(other: PvrtcTexture!): Unit
        open fun setPvrtcFormat(pvrtcFormat: PvrtcTexture.PvrtcFormat!): Unit
      open class PvrtcTexture : ACompressedTexture
        Module Contents PvrtcTexture(other: PvrtcTexture!)
        PvrtcTexture(textureName: String!, byteBuffer: ByteBuffer!, pvrtcFormat: PvrtcTexture.PvrtcFormat!)
        PvrtcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, pvrtcFormat: PvrtcTexture.PvrtcFormat!)
        open fun clone(): PvrtcTexture!
        open fun getPvrtcFormat(): PvrtcTexture.PvrtcFormat!
        protected var mPvrtcFormat: PvrtcTexture.PvrtcFormat!
        class PvrtcFormat
          Module Contents RGB_2BPP
          RGB_4BPP
          RGBA_2BPP
          RGBA_4BPP
        open fun setFrom(other: PvrtcTexture!): Unit
        open fun setPvrtcFormat(pvrtcFormat: PvrtcTexture.PvrtcFormat!): Unit
      open class QuadraticBezierCurve3D : ICurve3D
        Module Contents QuadraticBezierCurve3D()
        QuadraticBezierCurve3D(point1: Vector3!, controlPoint: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, controlPoint: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class QuadraticBezierCurve3D : ICurve3D
        Module Contents QuadraticBezierCurve3D()
        QuadraticBezierCurve3D(point1: Vector3!, controlPoint: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, controlPoint: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      class Quaternion : Cloneable
        Module Contents Quaternion()
        Quaternion(w: Double, x: Double, y: Double, z: Double)
        Quaternion(@NonNull quat: Quaternion)
        Quaternion(@NonNull axis: Vector3, angle: Double)
        @NonNull fun add(@NonNull quat: Quaternion): Quaternion
        fun angleBetween(@NonNull other: Quaternion): Double
        @NonNull fun clone(): Quaternion
        @NonNull fun computeW(): Quaternion
        @NonNull fun conjugate(): Quaternion
        @NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        fun dot(@NonNull other: Quaternion): Double
        fun equals(other: Any?): Boolean
        fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
        @NonNull fun exp(): Quaternion
        @NonNull fun expAndCreate(): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3.Axis, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
        @NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
        @NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
        @NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
        @NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        @NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
        @NonNull fun getAxis(@NonNull axis: Vector3.Axis): Vector3
        fun getGimbalPole(): Int
        @NonNull static fun getIdentity(): Quaternion
        fun getRotationX(): Double
        fun getRotationY(): Double
        fun getRotationZ(): Double
        @NonNull fun getXAxis(): Vector3
        @NonNull fun getYAxis(): Vector3
        @NonNull fun getZAxis(): Vector3
        @NonNull fun identity(): Quaternion
        @NonNull fun inverse(): Quaternion
        @NonNull fun invertAndCreate(): Quaternion
        fun length(): Double
        fun length2(): Double
        @NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun log(): Quaternion
        @NonNull fun logAndCreate(): Quaternion
        @NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull fun multiply(scalar: Double): Quaternion
        @NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
        @NonNull fun multiply(@NonNull vector: Vector3): Vector3
        @NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
        @NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        static val NORMALIZATION_TOLERANCE: Double
        fun normalize(): Double
        static val PARALLEL_TOLERANCE: Double
        @NonNull fun pow(p: Double): Quaternion
        @NonNull fun pow(@NonNull p: Quaternion): Quaternion
        @NonNull fun powAndCreate(p: Double): Quaternion
        @NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
        @NonNull fun setAll(quat: Quaternion!): Quaternion
        @NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
        @NonNull fun toRotationMatrix(): Matrix4
        @NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
        fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
        fun toString(): String
        var w: Double
        var x: Double
        var y: Double
        var z: Double
      class Quaternion : Cloneable
        Module Contents Quaternion()
        Quaternion(w: Double, x: Double, y: Double, z: Double)
        Quaternion(@NonNull quat: Quaternion)
        Quaternion(@NonNull axis: Vector3, angle: Double)
        @NonNull fun add(@NonNull quat: Quaternion): Quaternion
        fun angleBetween(@NonNull other: Quaternion): Double
        @NonNull fun clone(): Quaternion
        @NonNull fun computeW(): Quaternion
        @NonNull fun conjugate(): Quaternion
        @NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        fun dot(@NonNull other: Quaternion): Double
        fun equals(other: Any?): Boolean
        fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
        @NonNull fun exp(): Quaternion
        @NonNull fun expAndCreate(): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3.Axis, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
        @NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
        @NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
        @NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
        @NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        @NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
        @NonNull fun getAxis(@NonNull axis: Vector3.Axis): Vector3
        fun getGimbalPole(): Int
        @NonNull static fun getIdentity(): Quaternion
        fun getRotationX(): Double
        fun getRotationY(): Double
        fun getRotationZ(): Double
        @NonNull fun getXAxis(): Vector3
        @NonNull fun getYAxis(): Vector3
        @NonNull fun getZAxis(): Vector3
        @NonNull fun identity(): Quaternion
        @NonNull fun inverse(): Quaternion
        @NonNull fun invertAndCreate(): Quaternion
        fun length(): Double
        fun length2(): Double
        @NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun log(): Quaternion
        @NonNull fun logAndCreate(): Quaternion
        @NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull fun multiply(scalar: Double): Quaternion
        @NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
        @NonNull fun multiply(@NonNull vector: Vector3): Vector3
        @NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
        @NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        static val NORMALIZATION_TOLERANCE: Double
        fun normalize(): Double
        static val PARALLEL_TOLERANCE: Double
        @NonNull fun pow(p: Double): Quaternion
        @NonNull fun pow(@NonNull p: Quaternion): Quaternion
        @NonNull fun powAndCreate(p: Double): Quaternion
        @NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
        @NonNull fun setAll(quat: Quaternion!): Quaternion
        @NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
        @NonNull fun toRotationMatrix(): Matrix4
        @NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
        fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
        fun toString(): String
        var w: Double
        var x: Double
        var y: Double
        var z: Double
      open class RadialBlurPass : EffectPass
        Module Contents RadialBlurPass()
        open fun setShaderParams(): Unit
      open class RadialBlurPass : EffectPass
        Module Contents RadialBlurPass()
        open fun setShaderParams(): Unit
      open class RajawaliEGLConfigChooser : IRajawaliEglConfigChooser
        Module Contents RajawaliEGLConfigChooser(glMajorVersion: Int, antiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG, sampleCount: Int, bitsRed: Int, bitsGreen: Int, bitsBlue: Int, bitsAlpha: Int, bitsDepth: Int)
        val antiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG
        open fun chooseConfig(egl: EGL10, display: EGLDisplay): EGLConfig?
        open fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
        const val EGL_OPENGL_ES2_BIT: Int
        const val EGL_OPENGL_ES3_BIT_KHR: Int
      class RajLog
        Module Contents RajLog()
        static fun checkGLError(message: String!): Unit
        static fun d(msg: String!): Unit
        static fun e(msg: String!): Unit
        static fun getDeviceMemoryCharacteristics(context: Context!): Unit
        static fun i(msg: String!): Unit
        static fun isDebugEnabled(): Boolean
        static fun setDebugEnabled(flag: Boolean): Unit
        static fun systemInformation(): Unit
        static val TAG: String
        static fun v(msg: String!): Unit
        static fun w(msg: String!): Unit
      class RajLog
        Module Contents RajLog()
        static fun checkGLError(message: String!): Unit
        static fun d(msg: String!): Unit
        static fun e(msg: String!): Unit
        static fun getDeviceMemoryCharacteristics(context: Context!): Unit
        static fun i(msg: String!): Unit
        static fun isDebugEnabled(): Boolean
        static fun setDebugEnabled(flag: Boolean): Unit
        static fun systemInformation(): Unit
        static val TAG: String
        static fun v(msg: String!): Unit
        static fun w(msg: String!): Unit
      class RawShaderLoader
        Module Contents RawShaderLoader()
        static fun fetch(resID: Int): String!
        static var mContext: WeakReference<Context!>!
      class RawShaderLoader
        Module Contents RawShaderLoader()
        static fun fetch(resID: Int): String!
        static var mContext: WeakReference<Context!>!
      open class RayPicker : IObjectPicker
        Module Contents RayPicker(renderer: Renderer!)
        open fun getObjectAt(screenX: Float, screenY: Float): Unit
        open fun getObjectAt(position: PointF!): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
      open class RayPicker : IObjectPicker
        Module Contents RayPicker(renderer: Renderer!)
        open fun getObjectAt(screenX: Float, screenY: Float): Unit
        open fun getObjectAt(position: PointF!): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
      open class RayPickingVisitor : INodeVisitor
        Module Contents RayPickingVisitor(rayStart: Vector3!, rayEnd: Vector3!)
        open fun apply(node: INode!): Unit
        open fun getPickedObject(): Object3D!
      open class RayPickingVisitor : INodeVisitor
        Module Contents RayPickingVisitor(rayStart: Vector3!, rayEnd: Vector3!)
        open fun apply(node: INode!): Unit
        open fun getPickedObject(): Object3D!
      open class RectangularPrism : Object3D
        Module Contents RectangularPrism(size: Float)
        RectangularPrism(width: Float, height: Float, depth: Float)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class RectangularPrism : Object3D
        Module Contents RectangularPrism(size: Float)
        RectangularPrism(width: Float, height: Float, depth: Float)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      abstract class Renderer : ISurfaceRenderer
        Module Contents Renderer(context: Context!)
        Renderer(context: Context!, registerForResources: Boolean)
        open fun addAndSwitchScene(scene: Scene!): Boolean
        open fun addMaterial(material: Material!): Boolean
        open fun addRenderTarget(renderTarget: RenderTarget!): Boolean
        open fun addScene(scene: Scene!): Boolean
        open fun addScenes(scenes: MutableCollection<Scene!>!): Boolean
        open fun addTexture(texture: ATexture!): Boolean
        protected static val AVAILABLE_CORES: Int
        open fun clearOverrideViewportDimensions(): Unit
        protected open fun clearScenes(): Unit
        open fun getContext(): Context!
        open fun getCurrentCamera(): Camera!
        open fun getCurrentScene(): Scene!
        open fun getDefaultViewportHeight(): Int
        open fun getDefaultViewportWidth(): Int
        open fun getFrameRate(): Double
        open fun getGLMajorVersion(): Int
        open fun getGLMinorVersion(): Int
        open static fun getMaxLights(): Int
        protected open fun getNewDefaultScene(): Scene!
        open fun getNumScenes(): Int
        open fun getOverrideViewportHeight(): Int
        open fun getOverrideViewportWidth(): Int
        open fun getRefreshRate(): Double
        open fun getRenderTarget(): RenderTarget!
        open fun getScene(scene: Int): Scene!
        open fun getSceneCachingEnabled(): Boolean
        open fun getSceneInitialized(): Boolean
        open fun getTextureManager(): TextureManager!
        open fun getViewportHeight(): Int
        open fun getViewportWidth(): Int
        open static fun hasGLContext(): Boolean
        open fun initializeColorPicker(picker: ObjectColorPicker!): Boolean
        protected abstract fun initScene(): Unit
        protected open fun internalOfferTask(task: AFrameTask!): Boolean
        open fun loadModel(loader: ALoader!, callback: IAsyncLoaderCallback!, tag: Int): ALoader!
        open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int): ALoader!
        open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int, tag: Int): ALoader!
        protected var mContext: Context!
        protected var mCurrentViewportHeight: Int
        protected var mCurrentViewportWidth: Int
        protected var mDefaultViewportHeight: Int
        protected var mDefaultViewportWidth: Int
        protected var mEnableDepthBuffer: Boolean
        protected static var mFogEnabled: Boolean
        protected var mFPSUpdateListener: OnFPSUpdateListener!
        protected var mFrameCount: Int
        protected var mFrameRate: Double
        protected var mGLES_Major_Version: Int
        protected var mGLES_Minor_Version: Int
        protected var mLastMeasuredFPS: Double
        protected val mLoaderExecutor: Executor!
        protected var mMaterialManager: MaterialManager!
        protected var mOverrideViewportHeight: Int
        protected var mOverrideViewportWidth: Int
        protected val mRenderTargets: MutableList<RenderTarget!>!
        protected var mSceneInitialized: Boolean
        protected val mScenes: MutableList<Scene!>!
        protected var mSurface: ISurface!
        protected var mTextureManager: TextureManager!
        protected var mTimer: ScheduledExecutorService!
        open fun onPause(): Unit
        protected open fun onRender(elapsedRealtime: Long, deltaTime: Double): Unit
        open fun onRenderFrame(gl: GL10!): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        open fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
        open fun onResume(): Unit
        protected open fun performFrameTasks(): Unit
        open fun reloadMaterials(): Boolean
        protected open fun reloadRenderTargets(): Unit
        protected open fun reloadScenes(): Unit
        open fun reloadTextures(): Boolean
        open fun removeMaterial(material: Material!): Boolean
        open fun removeRenderTarget(renderTarget: RenderTarget!): Boolean
        open fun removeScene(scene: Scene!): Boolean
        open fun removeTexture(texture: ATexture!): Boolean
        protected open fun render(elapsedRealtime: Long, deltaTime: Double): Unit
        open fun replaceAndSwitchScene(scene: Scene!, location: Int): Boolean
        open fun replaceAndSwitchScene(oldScene: Scene!, newScene: Scene!): Boolean
        open fun replaceScene(scene: Scene!, location: Int): Boolean
        open fun replaceScene(oldScene: Scene!, newScene: Scene!): Boolean
        open fun replaceTexture(texture: ATexture!): Boolean
        open fun resetMaterials(): Boolean
        open fun resetTextures(): Boolean
        open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
        open fun screenToCartesian(screenX: Float, screenY: Float): PointF!
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setFPSUpdateListener(listener: OnFPSUpdateListener!): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrameRate(frameRate: Double): Unit
        open static fun setMaxLights(maxLights: Int): Unit
        open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
        open fun setRenderSurface(surface: ISurface!): Unit
        open fun setRenderTarget(renderTarget: RenderTarget!): Unit
        open fun setSceneCachingEnabled(enabled: Boolean): Unit
        open fun setViewPort(width: Int, height: Int): Unit
        protected static var sMaxLights: Int
        open fun startRendering(): Unit
        open fun stopRendering(): Boolean
        open fun switchScene(scene: Scene!): Unit
        open fun switchScene(scene: Int): Unit
        open fun switchSceneDirect(nextScene: Scene!): Unit
        open fun unProject(p: PointF!, distance: Float): Vector3!
        open fun unProject(x: Double, y: Double, z: Double): Vector3!
      abstract class Renderer : ISurfaceRenderer
        Module Contents Renderer(context: Context!)
        Renderer(context: Context!, registerForResources: Boolean)
        open fun addAndSwitchScene(scene: Scene!): Boolean
        open fun addMaterial(material: Material!): Boolean
        open fun addRenderTarget(renderTarget: RenderTarget!): Boolean
        open fun addScene(scene: Scene!): Boolean
        open fun addScenes(scenes: MutableCollection<Scene!>!): Boolean
        open fun addTexture(texture: ATexture!): Boolean
        protected static val AVAILABLE_CORES: Int
        open fun clearOverrideViewportDimensions(): Unit
        protected open fun clearScenes(): Unit
        open fun getContext(): Context!
        open fun getCurrentCamera(): Camera!
        open fun getCurrentScene(): Scene!
        open fun getDefaultViewportHeight(): Int
        open fun getDefaultViewportWidth(): Int
        open fun getFrameRate(): Double
        open fun getGLMajorVersion(): Int
        open fun getGLMinorVersion(): Int
        open static fun getMaxLights(): Int
        protected open fun getNewDefaultScene(): Scene!
        open fun getNumScenes(): Int
        open fun getOverrideViewportHeight(): Int
        open fun getOverrideViewportWidth(): Int
        open fun getRefreshRate(): Double
        open fun getRenderTarget(): RenderTarget!
        open fun getScene(scene: Int): Scene!
        open fun getSceneCachingEnabled(): Boolean
        open fun getSceneInitialized(): Boolean
        open fun getTextureManager(): TextureManager!
        open fun getViewportHeight(): Int
        open fun getViewportWidth(): Int
        open static fun hasGLContext(): Boolean
        open fun initializeColorPicker(picker: ObjectColorPicker!): Boolean
        protected abstract fun initScene(): Unit
        protected open fun internalOfferTask(task: AFrameTask!): Boolean
        open fun loadModel(loader: ALoader!, callback: IAsyncLoaderCallback!, tag: Int): ALoader!
        open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int): ALoader!
        open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int, tag: Int): ALoader!
        protected var mContext: Context!
        protected var mCurrentViewportHeight: Int
        protected var mCurrentViewportWidth: Int
        protected var mDefaultViewportHeight: Int
        protected var mDefaultViewportWidth: Int
        protected var mEnableDepthBuffer: Boolean
        protected static var mFogEnabled: Boolean
        protected var mFPSUpdateListener: OnFPSUpdateListener!
        protected var mFrameCount: Int
        protected var mFrameRate: Double
        protected var mGLES_Major_Version: Int
        protected var mGLES_Minor_Version: Int
        protected var mLastMeasuredFPS: Double
        protected val mLoaderExecutor: Executor!
        protected var mMaterialManager: MaterialManager!
        protected var mOverrideViewportHeight: Int
        protected var mOverrideViewportWidth: Int
        protected val mRenderTargets: MutableList<RenderTarget!>!
        protected var mSceneInitialized: Boolean
        protected val mScenes: MutableList<Scene!>!
        protected var mSurface: ISurface!
        protected var mTextureManager: TextureManager!
        protected var mTimer: ScheduledExecutorService!
        open fun onPause(): Unit
        protected open fun onRender(elapsedRealtime: Long, deltaTime: Double): Unit
        open fun onRenderFrame(gl: GL10!): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        open fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
        open fun onResume(): Unit
        protected open fun performFrameTasks(): Unit
        open fun reloadMaterials(): Boolean
        protected open fun reloadRenderTargets(): Unit
        protected open fun reloadScenes(): Unit
        open fun reloadTextures(): Boolean
        open fun removeMaterial(material: Material!): Boolean
        open fun removeRenderTarget(renderTarget: RenderTarget!): Boolean
        open fun removeScene(scene: Scene!): Boolean
        open fun removeTexture(texture: ATexture!): Boolean
        protected open fun render(elapsedRealtime: Long, deltaTime: Double): Unit
        open fun replaceAndSwitchScene(scene: Scene!, location: Int): Boolean
        open fun replaceAndSwitchScene(oldScene: Scene!, newScene: Scene!): Boolean
        open fun replaceScene(scene: Scene!, location: Int): Boolean
        open fun replaceScene(oldScene: Scene!, newScene: Scene!): Boolean
        open fun replaceTexture(texture: ATexture!): Boolean
        open fun resetMaterials(): Boolean
        open fun resetTextures(): Boolean
        open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
        open fun screenToCartesian(screenX: Float, screenY: Float): PointF!
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setFPSUpdateListener(listener: OnFPSUpdateListener!): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrameRate(frameRate: Double): Unit
        open static fun setMaxLights(maxLights: Int): Unit
        open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
        open fun setRenderSurface(surface: ISurface!): Unit
        open fun setRenderTarget(renderTarget: RenderTarget!): Unit
        open fun setSceneCachingEnabled(enabled: Boolean): Unit
        open fun setViewPort(width: Int, height: Int): Unit
        protected static var sMaxLights: Int
        open fun startRendering(): Unit
        open fun stopRendering(): Boolean
        open fun switchScene(scene: Scene!): Unit
        open fun switchScene(scene: Int): Unit
        open fun switchSceneDirect(nextScene: Scene!): Unit
        open fun unProject(p: PointF!, distance: Float): Vector3!
        open fun unProject(x: Double, y: Double, z: Double): Vector3!
      open class RenderPass : APass
        Module Contents RenderPass(scene: Scene!, camera: Camera!, clearColor: Int)
        protected var mCamera: Camera!
        protected var mClearColor: Int
        protected var mOldCamera: Camera!
        protected var mOldClearColor: Int
        protected var mScene: Scene!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class RenderPass : APass
        Module Contents RenderPass(scene: Scene!, camera: Camera!, clearColor: Int)
        protected var mCamera: Camera!
        protected var mClearColor: Int
        protected var mOldCamera: Camera!
        protected var mOldClearColor: Int
        protected var mScene: Scene!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class RenderTarget
        Module Contents RenderTarget(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
        RenderTarget(name: String!, width: Int, height: Int)
        open fun bind(): Unit
        open fun checkGLError(ex: String!): Unit
        open fun clone(): RenderTarget!
        open fun create(): Unit
        open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
        open fun getFrameBufferHandle(): Int
        open fun getFullscreen(): Boolean
        open fun getHeight(): Int
        open fun getName(): String!
        open fun getOffsetX(): Int
        open fun getOffsetY(): Int
        open fun getTexture(): RenderTargetTexture!
        open fun getWidth(): Int
        open fun isStencilBufferEnabled(): Boolean
        protected var mBitmapConfig: Config!
        protected var mDepthBufferHandle: Int
        protected var mFilterType: ATexture.FilterType!
        protected var mFrameBufferHandle: Int
        protected var mFullscreen: Boolean
        protected var mGLType: Int
        protected var mHeight: Int
        protected var mMipmaps: Boolean
        protected var mName: String!
        protected var mOffsetX: Int
        protected var mOffsetY: Int
        protected var mStencilBuffer: Boolean
        protected var mStencilBufferHandle: Int
        protected var mTexture: RenderTargetTexture!
        protected var mWidth: Int
        protected var mWrapType: ATexture.WrapType!
        open fun reload(): Unit
        open fun remove(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFullscreen(fullscreen: Boolean): Unit
        open fun setHeight(height: Int): Unit
        open fun setOffsetX(offsetX: Int): Unit
        open fun setOffsetY(offsetY: Int): Unit
        open fun setWidth(width: Int): Unit
        open fun unbind(): Unit
      open class RenderTarget
        Module Contents RenderTarget(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
        RenderTarget(name: String!, width: Int, height: Int)
        open fun bind(): Unit
        open fun checkGLError(ex: String!): Unit
        open fun clone(): RenderTarget!
        open fun create(): Unit
        open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
        open fun getFrameBufferHandle(): Int
        open fun getFullscreen(): Boolean
        open fun getHeight(): Int
        open fun getName(): String!
        open fun getOffsetX(): Int
        open fun getOffsetY(): Int
        open fun getTexture(): RenderTargetTexture!
        open fun getWidth(): Int
        open fun isStencilBufferEnabled(): Boolean
        protected var mBitmapConfig: Config!
        protected var mDepthBufferHandle: Int
        protected var mFilterType: ATexture.FilterType!
        protected var mFrameBufferHandle: Int
        protected var mFullscreen: Boolean
        protected var mGLType: Int
        protected var mHeight: Int
        protected var mMipmaps: Boolean
        protected var mName: String!
        protected var mOffsetX: Int
        protected var mOffsetY: Int
        protected var mStencilBuffer: Boolean
        protected var mStencilBufferHandle: Int
        protected var mTexture: RenderTargetTexture!
        protected var mWidth: Int
        protected var mWrapType: ATexture.WrapType!
        open fun reload(): Unit
        open fun remove(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFullscreen(fullscreen: Boolean): Unit
        open fun setHeight(height: Int): Unit
        open fun setOffsetX(offsetX: Int): Unit
        open fun setOffsetY(offsetY: Int): Unit
        open fun setWidth(width: Int): Unit
        open fun unbind(): Unit
      open class RenderTargetCube : RenderTarget
        Module Contents RenderTargetCube(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
        RenderTargetCube(name: String!, width: Int, height: Int)
        open fun getActiveCubeFace(): Int
        protected var mActiveCubeFace: Int
        open fun setActiveCubeFace(activeCubeFace: Int): Unit
      open class RenderTargetCube : RenderTarget
        Module Contents RenderTargetCube(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
        RenderTargetCube(name: String!, width: Int, height: Int)
        open fun getActiveCubeFace(): Int
        protected var mActiveCubeFace: Int
        open fun setActiveCubeFace(activeCubeFace: Int): Unit
      open class RenderTargetTexture : ATexture
        Module Contents RenderTargetTexture(other: RenderTargetTexture!)
        RenderTargetTexture(textureName: String!)
        RenderTargetTexture(textureName: String!, width: Int, height: Int)
        RenderTargetTexture(textureName: String!, width: Int, height: Int, internalFormat: RenderTargetTexture.RenderTargetTextureFormat!, format: RenderTargetTexture.RenderTargetTextureFormat!, type: RenderTargetTexture.RenderTargetTextureType!)
        protected open fun add(): Unit
        open fun clone(): RenderTargetTexture!
        protected open fun remove(): Unit
        class RenderTargetTextureFormat
          Module Contents DEPTH
          DEPTH16
          fun getFormat(): Int
          RGB
          RGBA
        class RenderTargetTextureType
          Module Contents BYTE
          FLOAT
          fun getType(): Int
          INT
          SHORT
          UNSIGNED_BYTE
          UNSIGNED_INT
          UNSIGNED_SHORT
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFrom(other: RenderTargetTexture!): Unit
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Int): Unit
      open class RenderTargetTexture : ATexture
        Module Contents RenderTargetTexture(other: RenderTargetTexture!)
        RenderTargetTexture(textureName: String!)
        RenderTargetTexture(textureName: String!, width: Int, height: Int)
        RenderTargetTexture(textureName: String!, width: Int, height: Int, internalFormat: RenderTargetTexture.RenderTargetTextureFormat!, format: RenderTargetTexture.RenderTargetTextureFormat!, type: RenderTargetTexture.RenderTargetTextureType!)
        protected open fun add(): Unit
        open fun clone(): RenderTargetTexture!
        protected open fun remove(): Unit
        class RenderTargetTextureFormat
          Module Contents DEPTH
          DEPTH16
          fun getFormat(): Int
          RGB
          RGBA
        class RenderTargetTextureType
          Module Contents BYTE
          FLOAT
          fun getType(): Int
          INT
          SHORT
          UNSIGNED_BYTE
          UNSIGNED_INT
          UNSIGNED_SHORT
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFrom(other: RenderTargetTexture!): Unit
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Int): Unit
      data class ResultConfigChooser
        Module Contents ResultConfigChooser(configGL: EGLConfig?, error: String? = null)
        val configGL: EGLConfig?
        val error: String?
      open class RotateAnimation3D : Animation3D
        Module Contents RotateAnimation3D(xRotate: Double, yRotate: Double, zRotate: Double)
        RotateAnimation3D(rotate: Vector3!)
        protected open fun applyTransformation(): Unit
        open fun eventStart(): Unit
        protected var mQuat: Quaternion!
        protected var mQuatFrom: Quaternion!
        protected var mRotateX: Double
        protected var mRotateY: Double
        protected var mRotateZ: Double
      open class RotateAnimation3D : Animation3D
        Module Contents RotateAnimation3D(xRotate: Double, yRotate: Double, zRotate: Double)
        RotateAnimation3D(rotate: Vector3!)
        protected open fun applyTransformation(): Unit
        open fun eventStart(): Unit
        protected var mQuat: Quaternion!
        protected var mQuatFrom: Quaternion!
        protected var mRotateX: Double
        protected var mRotateY: Double
        protected var mRotateZ: Double
      open class RotateAroundAnimation3D : Animation3D
        Module Contents RotateAroundAnimation3D(center: Vector3!, axis: Vector3.Axis!, distance: Double)
        protected open fun applyTransformation(): Unit
        protected var mAxis: Vector3.Axis!
        protected var mCenter: Vector3!
        protected var mDistance: Double
      open class RotateAroundAnimation3D : Animation3D
        Module Contents RotateAroundAnimation3D(center: Vector3!, axis: Vector3.Axis!, distance: Double)
        protected open fun applyTransformation(): Unit
        protected var mAxis: Vector3.Axis!
        protected var mCenter: Vector3!
        protected var mDistance: Double
      open class RotateOnAxisAnimation : Animation3D
        Module Contents protected RotateOnAxisAnimation(axis: Vector3!)
        RotateOnAxisAnimation(axis: Vector3.Axis!, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3.Axis!, rotateFrom: Double, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3!, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3!, rotateFrom: Double, degreesToRotate: Double)
        protected open fun applyTransformation(): Unit
        open fun eventStart(): Unit
        protected var mDegreesToRotate: Double
        protected val mQuat: Quaternion!
        protected val mQuatFrom: Quaternion!
        protected var mRotateFrom: Double
        protected var mRotationAngle: Double
        protected val mRotationAxis: Vector3!
      open class RotateOnAxisAnimation : Animation3D
        Module Contents protected RotateOnAxisAnimation(axis: Vector3!)
        RotateOnAxisAnimation(axis: Vector3.Axis!, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3.Axis!, rotateFrom: Double, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3!, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3!, rotateFrom: Double, degreesToRotate: Double)
        protected open fun applyTransformation(): Unit
        open fun eventStart(): Unit
        protected var mDegreesToRotate: Double
        protected val mQuat: Quaternion!
        protected val mQuatFrom: Quaternion!
        protected var mRotateFrom: Double
        protected var mRotationAngle: Double
        protected val mRotationAxis: Vector3!
      open class ScaleAnimation3D : Animation3D
        Module Contents ScaleAnimation3D(toScale: Vector3!)
        protected open fun applyTransformation(): Unit
        protected open fun eventStart(): Unit
        protected var mAddedScale: Vector3!
        protected var mDiffScale: Vector3!
        protected val mFromScale: Vector3!
        protected var mMultipliedScale: Vector3!
        protected val mToScale: Vector3!
      open class ScaleAnimation3D : Animation3D
        Module Contents ScaleAnimation3D(toScale: Vector3!)
        protected open fun applyTransformation(): Unit
        protected open fun eventStart(): Unit
        protected var mAddedScale: Vector3!
        protected var mDiffScale: Vector3!
        protected val mFromScale: Vector3!
        protected var mMultipliedScale: Vector3!
        protected val mToScale: Vector3!
      open class ScanlinePass : EffectPass
        Module Contents ScanlinePass(opacity: Float, radius: Float, screenWidth: Int, screenHeight: Int)
        protected var mRadius: Float
        protected var mResolution: FloatArray!
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class ScanlinePass : EffectPass
        Module Contents ScanlinePass(opacity: Float, radius: Float, screenWidth: Int, screenHeight: Int)
        protected var mRadius: Float
        protected var mResolution: FloatArray!
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class Scene
        Module Contents Scene(renderer: Renderer!)
        Scene(renderer: Renderer!, type: IGraphNode.GRAPH_TYPE!)
        open fun addAndSwitchCamera(camera: Camera!): Boolean
        open fun addCamera(camera: Camera!): Boolean
        open fun addCameras(cameras: MutableCollection<Camera!>!): Boolean
        open fun addChild(child: Object3D!): Boolean
        open fun addChildAt(child: Object3D!, index: Int): Boolean
        open fun addChildren(children: MutableCollection<Object3D!>!): Boolean
        open fun addLight(light: ALight!): Boolean
        open fun addPlugin(plugin: Plugin!): Boolean
        open fun addPlugins(plugins: MutableCollection<Plugin!>!): Boolean
        open fun alwaysClearColorBuffer(value: Boolean): Unit
        open fun alwaysClearColorBuffer(): Boolean
        open fun clearAnimations(): Boolean
        open fun clearCameras(): Boolean
        open fun clearChildren(): Boolean
        open fun clearFrameCallbacks(): Boolean
        open fun clearLights(): Boolean
        open fun clearPlugins(): Boolean
        open fun destroyScene(): Unit
        open fun displaySceneGraph(display: Boolean): Unit
        protected open fun doColorPicking(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
        open fun getBackgroundColor(): Int
        open fun getCamera(): Camera!
        open fun getCamera(camera: Int): Camera!
        open fun getCameraCount(): Int
        open fun getCamerasCopy(): ArrayList<Camera!>!
        open fun getChildrenCopy(): ArrayList<Object3D!>!
        open fun getLights(): MutableList<ALight!>!
        open fun getLightsCopy(): ArrayList<ALight!>!
        open fun getNumChildren(): Int
        open fun getNumLights(): Int
        open fun getNumObjects(): Int
        open fun getNumPlugins(): Int
        open fun getNumTriangles(): Int
        open fun getPluginsCopy(): ArrayList<IRendererPlugin!>!
        open fun getSceneMaxBound(): Vector3!
        open fun getSceneMinBound(): Vector3!
        protected val GL_COVERAGE_BUFFER_BIT_NV: Int
        protected open fun hasChild(child: Object3D!): Boolean
        open fun hasPickerInfo(): Boolean
        protected open fun hasPlugin(plugin: IRendererPlugin!): Boolean
        open fun initScene(): Unit
        protected open fun initSceneGraph(): Unit
        protected var mAlpha: Float
        protected var mAlwaysClearColorBuffer: Boolean
        protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
        open fun markLightingDirty(): Unit
        protected var mBlue: Float
        protected var mCamera: Camera!
        protected var mDisplaySceneGraph: Boolean
        protected var mEnableDepthBuffer: Boolean
        protected var mEyeZ: Double
        protected var mFogParams: FogMaterialPlugin.FogParams!
        protected var mGreen: Float
        protected var mInvVPMatrix: Matrix4!
        protected var mPickerInfo: ObjectColorPicker.ColorPickerInfo!
        protected var mPMatrix: Matrix4!
        protected var mRed: Float
        protected var mReloadPickerInfo: Boolean
        protected var mRenderer: Renderer!
        protected var mSceneGraph: IGraphNode!
        protected var mSceneGraphType: IGraphNode.GRAPH_TYPE!
        protected var mSkybox: Cube!
        protected var mSkyboxTexture: ATexture!
        protected var mVMatrix: Matrix4!
        protected var mVPMatrix: Matrix4!
        open fun registerAnimation(anim: Animation!): Boolean
        open fun registerAnimations(anims: MutableCollection<Animation!>!): Boolean
        open fun registerFrameCallback(callback: ASceneFrameCallback!): Boolean
        open fun reload(): Unit
        open fun removeCamera(camera: Camera!): Boolean
        open fun removeChild(child: Object3D!): Boolean
        open fun removeLight(light: ALight!): Boolean
        open fun removePlugin(plugin: Plugin!): Boolean
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!): Unit
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!, sceneMaterial: Material!): Unit
        open fun replaceAndSwitchCamera(camera: Camera!, location: Int): Boolean
        open fun replaceAndSwitchCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
        open fun replaceAnimation(oldAnim: Animation!, newAnim: Animation!): Boolean
        open fun replaceCamera(camera: Camera!, location: Int): Boolean
        open fun replaceCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
        open fun replaceChild(child: Object3D!, location: Int): Boolean
        open fun replaceChild(oldChild: Object3D!, newChild: Object3D!): Boolean
        open fun requestColorPicking(@NonNull pickerInfo: ObjectColorPicker.ColorPickerInfo): Unit
        open fun resetGLState(): Unit
        open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun setBackgroundColor(color: Int): Unit
        open fun setFog(fogParams: FogMaterialPlugin.FogParams!): Unit
        open fun setShadowMapMaterial(material: ShadowMapMaterial!): Unit
        open fun setSkybox(resourceId: Int): Boolean
        open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
        open fun setSkybox(bitmaps: Array<Bitmap!>!): Boolean
        open fun setSkybox(skybox: Cube!, texture: ATexture!): Boolean
        open fun switchCamera(camera: Camera!): Unit
        open fun switchCamera(camera: Int): Unit
        open fun unregisterAnimation(anim: Animation!): Boolean
        open fun unregisterFrameCallback(callback: ASceneFrameCallback!): Boolean
        open fun updateProjectionMatrix(width: Int, height: Int): Unit
        open fun updateSkybox(resourceId: Int): Unit
        open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
        open fun updateSkybox(bitmaps: Array<Bitmap!>!): Unit
      open class Scene
        Module Contents Scene(renderer: Renderer!)
        Scene(renderer: Renderer!, type: IGraphNode.GRAPH_TYPE!)
        open fun addAndSwitchCamera(camera: Camera!): Boolean
        open fun addCamera(camera: Camera!): Boolean
        open fun addCameras(cameras: MutableCollection<Camera!>!): Boolean
        open fun addChild(child: Object3D!): Boolean
        open fun addChildAt(child: Object3D!, index: Int): Boolean
        open fun addChildren(children: MutableCollection<Object3D!>!): Boolean
        open fun addLight(light: ALight!): Boolean
        open fun addPlugin(plugin: Plugin!): Boolean
        open fun addPlugins(plugins: MutableCollection<Plugin!>!): Boolean
        open fun alwaysClearColorBuffer(value: Boolean): Unit
        open fun alwaysClearColorBuffer(): Boolean
        open fun clearAnimations(): Boolean
        open fun clearCameras(): Boolean
        open fun clearChildren(): Boolean
        open fun clearFrameCallbacks(): Boolean
        open fun clearLights(): Boolean
        open fun clearPlugins(): Boolean
        open fun destroyScene(): Unit
        open fun displaySceneGraph(display: Boolean): Unit
        protected open fun doColorPicking(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
        open fun getBackgroundColor(): Int
        open fun getCamera(): Camera!
        open fun getCamera(camera: Int): Camera!
        open fun getCameraCount(): Int
        open fun getCamerasCopy(): ArrayList<Camera!>!
        open fun getChildrenCopy(): ArrayList<Object3D!>!
        open fun getLights(): MutableList<ALight!>!
        open fun getLightsCopy(): ArrayList<ALight!>!
        open fun getNumChildren(): Int
        open fun getNumLights(): Int
        open fun getNumObjects(): Int
        open fun getNumPlugins(): Int
        open fun getNumTriangles(): Int
        open fun getPluginsCopy(): ArrayList<IRendererPlugin!>!
        open fun getSceneMaxBound(): Vector3!
        open fun getSceneMinBound(): Vector3!
        protected val GL_COVERAGE_BUFFER_BIT_NV: Int
        protected open fun hasChild(child: Object3D!): Boolean
        open fun hasPickerInfo(): Boolean
        protected open fun hasPlugin(plugin: IRendererPlugin!): Boolean
        open fun initScene(): Unit
        protected open fun initSceneGraph(): Unit
        protected var mAlpha: Float
        protected var mAlwaysClearColorBuffer: Boolean
        protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
        open fun markLightingDirty(): Unit
        protected var mBlue: Float
        protected var mCamera: Camera!
        protected var mDisplaySceneGraph: Boolean
        protected var mEnableDepthBuffer: Boolean
        protected var mEyeZ: Double
        protected var mFogParams: FogMaterialPlugin.FogParams!
        protected var mGreen: Float
        protected var mInvVPMatrix: Matrix4!
        protected var mPickerInfo: ObjectColorPicker.ColorPickerInfo!
        protected var mPMatrix: Matrix4!
        protected var mRed: Float
        protected var mReloadPickerInfo: Boolean
        protected var mRenderer: Renderer!
        protected var mSceneGraph: IGraphNode!
        protected var mSceneGraphType: IGraphNode.GRAPH_TYPE!
        protected var mSkybox: Cube!
        protected var mSkyboxTexture: ATexture!
        protected var mVMatrix: Matrix4!
        protected var mVPMatrix: Matrix4!
        open fun registerAnimation(anim: Animation!): Boolean
        open fun registerAnimations(anims: MutableCollection<Animation!>!): Boolean
        open fun registerFrameCallback(callback: ASceneFrameCallback!): Boolean
        open fun reload(): Unit
        open fun removeCamera(camera: Camera!): Boolean
        open fun removeChild(child: Object3D!): Boolean
        open fun removeLight(light: ALight!): Boolean
        open fun removePlugin(plugin: Plugin!): Boolean
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!): Unit
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!, sceneMaterial: Material!): Unit
        open fun replaceAndSwitchCamera(camera: Camera!, location: Int): Boolean
        open fun replaceAndSwitchCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
        open fun replaceAnimation(oldAnim: Animation!, newAnim: Animation!): Boolean
        open fun replaceCamera(camera: Camera!, location: Int): Boolean
        open fun replaceCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
        open fun replaceChild(child: Object3D!, location: Int): Boolean
        open fun replaceChild(oldChild: Object3D!, newChild: Object3D!): Boolean
        open fun requestColorPicking(@NonNull pickerInfo: ObjectColorPicker.ColorPickerInfo): Unit
        open fun resetGLState(): Unit
        open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun setBackgroundColor(color: Int): Unit
        open fun setFog(fogParams: FogMaterialPlugin.FogParams!): Unit
        open fun setShadowMapMaterial(material: ShadowMapMaterial!): Unit
        open fun setSkybox(resourceId: Int): Boolean
        open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
        open fun setSkybox(bitmaps: Array<Bitmap!>!): Boolean
        open fun setSkybox(skybox: Cube!, texture: ATexture!): Boolean
        open fun switchCamera(camera: Camera!): Unit
        open fun switchCamera(camera: Int): Unit
        open fun unregisterAnimation(anim: Animation!): Boolean
        open fun unregisterFrameCallback(callback: ASceneFrameCallback!): Boolean
        open fun updateProjectionMatrix(width: Int, height: Int): Unit
        open fun updateSkybox(resourceId: Int): Unit
        open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
        open fun updateSkybox(bitmaps: Array<Bitmap!>!): Unit
      open class SceneGraphBlock
        Module Contents SceneGraphBlock()
        var lookupName: String!
        var parentID: Int
        open fun readGraphData(blockHeader: LoaderAWD.BlockHeader!, awddis: LoaderAWD.AWDLittleEndianDataInputStream!): Unit
        val transformMatrix: Matrix4!
      open class SceneGraphBlock
        Module Contents SceneGraphBlock()
        var lookupName: String!
        var parentID: Int
        open fun readGraphData(blockHeader: LoaderAWD.BlockHeader!, awddis: LoaderAWD.AWDLittleEndianDataInputStream!): Unit
        val transformMatrix: Matrix4!
      open class ScreenGrab
        Module Contents ScreenGrab()
        open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap!
        open static fun saveAsImage(width: Int, height: Int, path: String!): Unit
        open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String!, compressFormat: CompressFormat!, quality: Int): Unit
      open class ScreenGrab
        Module Contents ScreenGrab()
        open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap!
        open static fun saveAsImage(width: Int, height: Int, path: String!): Unit
        open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String!, compressFormat: CompressFormat!, quality: Int): Unit
      open class ScreenQuad : Object3D
        Module Contents ScreenQuad()
        ScreenQuad(mapping: ScreenQuad.UVmapping!)
        ScreenQuad(createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int)
        ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: ScreenQuad.UVmapping!)
        protected var mNumTextureTiles: Int
        protected var mSegmentsH: Int
        protected var mSegmentsW: Int
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setEffectPass(effectPass: EffectPass!): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
        class UVmapping
          Module Contents CCW
          CW
      open class ScreenQuad : Object3D
        Module Contents ScreenQuad()
        ScreenQuad(mapping: ScreenQuad.UVmapping!)
        ScreenQuad(createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int)
        ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: ScreenQuad.UVmapping!)
        protected var mNumTextureTiles: Int
        protected var mSegmentsH: Int
        protected var mSegmentsW: Int
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setEffectPass(effectPass: EffectPass!): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
        class UVmapping
          Module Contents CCW
          CW
      open class SepiaPass : EffectPass
        Module Contents SepiaPass()
      open class SepiaPass : EffectPass
        Module Contents SepiaPass()
      open class ShadowEffect : APostProcessingEffect
        Module Contents ShadowEffect(scene: Scene!, camera: Camera!, light: DirectionalLight!, shadowMapSize: Int)
        open fun initialize(renderer: Renderer!): Unit
        open fun setShadowInfluence(influence: Float): Unit
      open class ShadowEffect : APostProcessingEffect
        Module Contents ShadowEffect(scene: Scene!, camera: Camera!, light: DirectionalLight!, shadowMapSize: Int)
        open fun initialize(renderer: Renderer!): Unit
        open fun setShadowInfluence(influence: Float): Unit
      open class ShadowMapMaterial : Material
        Module Contents ShadowMapMaterial()
        ShadowMapMaterial(camera: Camera!, scene: Scene!, light: DirectionalLight!)
        open fun applyParams(): Unit
        open fun getMaterialPlugin(): ShadowMapMaterialPlugin!
        open fun setCamera(camera: Camera!): Unit
        open fun setCurrentObject(currentObject: Object3D!): Unit
        open fun setLight(light: DirectionalLight!): Unit
        open fun setScene(scene: Scene!): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture!): Unit
        open fun unsetCurrentObject(currentObject: Object3D!): Unit
      open class ShadowMapMaterial : Material
        Module Contents ShadowMapMaterial()
        ShadowMapMaterial(camera: Camera!, scene: Scene!, light: DirectionalLight!)
        open fun applyParams(): Unit
        open fun getMaterialPlugin(): ShadowMapMaterialPlugin!
        open fun setCamera(camera: Camera!): Unit
        open fun setCurrentObject(currentObject: Object3D!): Unit
        open fun setLight(light: DirectionalLight!): Unit
        open fun setScene(scene: Scene!): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture!): Unit
        open fun unsetCurrentObject(currentObject: Object3D!): Unit
      open class ShadowMapMaterialPlugin : IMaterialPlugin
        Module Contents ShadowMapMaterialPlugin()
        ShadowMapMaterialPlugin(shadowInfluence: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setLightDirection(lightDirection: Vector3!): Unit
        open fun setLightModelViewProjectionMatrix(lightModelViewProjectionMatrix: Matrix4!): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture!): Unit
        open fun unbindTextures(): Unit
      open class ShadowMapMaterialPlugin : IMaterialPlugin
        Module Contents ShadowMapMaterialPlugin()
        ShadowMapMaterialPlugin(shadowInfluence: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setLightDirection(lightDirection: Vector3!): Unit
        open fun setLightModelViewProjectionMatrix(lightModelViewProjectionMatrix: Matrix4!): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture!): Unit
        open fun unbindTextures(): Unit
      open class ShadowPass : RenderPass
        Module Contents ShadowPass(shadowPassType: ShadowPass.ShadowPassType!, scene: Scene!, camera: Camera!, light: DirectionalLight!, renderTarget: RenderTarget!)
        open fun getShadowMapMaterial(): ShadowMapMaterial!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial!): Unit
        class ShadowPassType
          Module Contents APPLY_SHADOW_MAP
          CREATE_SHADOW_MAP
      open class ShadowPass : RenderPass
        Module Contents ShadowPass(shadowPassType: ShadowPass.ShadowPassType!, scene: Scene!, camera: Camera!, light: DirectionalLight!, renderTarget: RenderTarget!)
        open fun getShadowMapMaterial(): ShadowMapMaterial!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial!): Unit
        class ShadowPassType
          Module Contents APPLY_SHADOW_MAP
          CREATE_SHADOW_MAP
      abstract class SideBySideRenderer : Renderer
        Module Contents SideBySideRenderer(context: Context!)
        SideBySideRenderer(context: Context!, pupilDistance: Double)
        open fun getPupilDistance(): Double
        open fun initScene(): Unit
        protected open fun onRender(elapsedTime: Long, deltaTime: Double): Unit
        open fun setCameraOrientation(cameraOrientation: Quaternion!): Unit
        open fun setPupilDistance(pupilDistance: Double): Unit
        open fun setSensorOrientation(quaternion: FloatArray!): Unit
      abstract class SideBySideRenderer : Renderer
        Module Contents SideBySideRenderer(context: Context!)
        SideBySideRenderer(context: Context!, pupilDistance: Double)
        open fun getPupilDistance(): Double
        open fun initScene(): Unit
        protected open fun onRender(elapsedTime: Long, deltaTime: Double): Unit
        open fun setCameraOrientation(cameraOrientation: Quaternion!): Unit
        open fun setPupilDistance(pupilDistance: Double): Unit
        open fun setSensorOrientation(quaternion: FloatArray!): Unit
      open class SkeletalAnimationChildObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationChildObject3D()
        var boneIndexes1: FloatArray!
        var boneIndexes2: FloatArray!
        open class BoneVertex
          Module Contents BoneVertex()
          var normal: Vector3!
          var numWeights: Int
          var textureCoordinate: Vector2!
          var weightIndex: Int
        open class BoneWeight
          Module Contents BoneWeight()
          var jointIndex: Int
          var position: Vector3!
          var weightValue: Float
        var boneWeights1: FloatArray!
        var boneWeights2: FloatArray!
        open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D!
        open fun getMaxBoneWeightsPerVertex(): Int
        open fun getNumJoints(): Int
        static val MAX_WEIGHTS_PER_VERTEX: Int
        protected var mboneIndexes1: FloatBuffer!
        protected var mboneIndexes2: FloatBuffer!
        protected var mboneWeights1: FloatBuffer!
        protected var mboneWeights2: FloatBuffer!
        protected var mMaxBoneWeightsPerVertex: Int
        var mSkeleton: SkeletalAnimationObject3D!
        open fun play(): Unit
        open fun prepareBoneWeightsAndIndices(): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setInverseZScale(value: Boolean): Unit
        open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
        open fun setShaderParams(camera: Camera!): Unit
        open fun setSkeleton(skeleton: Object3D!): Unit
        open fun setSkeletonMeshData(vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
        open fun setSkeletonMeshData(numVertices: Int, vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, numWeights: Int, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
      open class SkeletalAnimationChildObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationChildObject3D()
        var boneIndexes1: FloatArray!
        var boneIndexes2: FloatArray!
        open class BoneVertex
          Module Contents BoneVertex()
          var normal: Vector3!
          var numWeights: Int
          var textureCoordinate: Vector2!
          var weightIndex: Int
        open class BoneWeight
          Module Contents BoneWeight()
          var jointIndex: Int
          var position: Vector3!
          var weightValue: Float
        var boneWeights1: FloatArray!
        var boneWeights2: FloatArray!
        open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D!
        open fun getMaxBoneWeightsPerVertex(): Int
        open fun getNumJoints(): Int
        static val MAX_WEIGHTS_PER_VERTEX: Int
        protected var mboneIndexes1: FloatBuffer!
        protected var mboneIndexes2: FloatBuffer!
        protected var mboneWeights1: FloatBuffer!
        protected var mboneWeights2: FloatBuffer!
        protected var mMaxBoneWeightsPerVertex: Int
        var mSkeleton: SkeletalAnimationObject3D!
        open fun play(): Unit
        open fun prepareBoneWeightsAndIndices(): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setInverseZScale(value: Boolean): Unit
        open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
        open fun setShaderParams(camera: Camera!): Unit
        open fun setSkeleton(skeleton: Object3D!): Unit
        open fun setSkeletonMeshData(vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
        open fun setSkeletonMeshData(numVertices: Int, vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, numWeights: Int, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
      open class SkeletalAnimationFrame : IAnimationFrame
        Module Contents SkeletalAnimationFrame()
        open fun getBoundingBox(): BoundingBox!
        open fun getFrameIndex(): Int
        open fun getGeometry(): Geometry3D!
        open fun getName(): String!
        open fun getSkeleton(): SkeletalAnimationFrame.Skeleton!
        open fun setBounds(min: Vector3!, max: Vector3!): Unit
        open fun setFrameIndex(index: Int): Unit
        open fun setGeometry(geometry: Geometry3D!): Unit
        open fun setName(name: String!): Unit
        open class Skeleton
          Module Contents Skeleton()
          open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
          open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
          open fun setJoint(index: Int, joint: SkeletalAnimationFrame.SkeletonJoint!): Unit
          open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open class SkeletonJoint
          Module Contents SkeletonJoint()
          SkeletonJoint(other: SkeletalAnimationFrame.SkeletonJoint!)
          open fun copyAllFrom(otherJoint: SkeletalAnimationFrame.SkeletonJoint!): Unit
          open fun getFlags(): Int
          open fun getIndex(): Int
          open fun getMatrix(): DoubleArray!
          open fun getName(): String!
          open fun getOrientation(): Quaternion!
          open fun getParentIndex(): Int
          open fun getPosition(): Vector3!
          open fun getStartIndex(): Int
          open fun setFlags(flags: Int): Unit
          open fun setIndex(index: Int): Unit
          open fun setMatrix(values: DoubleArray!): Unit
          open fun setName(name: String!): Unit
          open fun setOrientation(x: Double, y: Double, z: Double): Unit
          open fun setOrientation(w: Double, x: Double, y: Double, z: Double): Unit
          open fun setParentIndex(parentIndex: Int): Unit
          open fun setPosition(x: Double, y: Double, z: Double): Unit
          open fun setPosition(position: Vector3!): Unit
          open fun setStartIndex(startIndex: Int): Unit
          open fun toString(): String
      open class SkeletalAnimationFrame : IAnimationFrame
        Module Contents SkeletalAnimationFrame()
        open fun getBoundingBox(): BoundingBox!
        open fun getFrameIndex(): Int
        open fun getGeometry(): Geometry3D!
        open fun getName(): String!
        open fun getSkeleton(): SkeletalAnimationFrame.Skeleton!
        open fun setBounds(min: Vector3!, max: Vector3!): Unit
        open fun setFrameIndex(index: Int): Unit
        open fun setGeometry(geometry: Geometry3D!): Unit
        open fun setName(name: String!): Unit
        open class Skeleton
          Module Contents Skeleton()
          open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
          open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
          open fun setJoint(index: Int, joint: SkeletalAnimationFrame.SkeletonJoint!): Unit
          open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open class SkeletonJoint
          Module Contents SkeletonJoint()
          SkeletonJoint(other: SkeletalAnimationFrame.SkeletonJoint!)
          open fun copyAllFrom(otherJoint: SkeletalAnimationFrame.SkeletonJoint!): Unit
          open fun getFlags(): Int
          open fun getIndex(): Int
          open fun getMatrix(): DoubleArray!
          open fun getName(): String!
          open fun getOrientation(): Quaternion!
          open fun getParentIndex(): Int
          open fun getPosition(): Vector3!
          open fun getStartIndex(): Int
          open fun setFlags(flags: Int): Unit
          open fun setIndex(index: Int): Unit
          open fun setMatrix(values: DoubleArray!): Unit
          open fun setName(name: String!): Unit
          open fun setOrientation(x: Double, y: Double, z: Double): Unit
          open fun setOrientation(w: Double, x: Double, y: Double, z: Double): Unit
          open fun setParentIndex(parentIndex: Int): Unit
          open fun setPosition(x: Double, y: Double, z: Double): Unit
          open fun setPosition(position: Vector3!): Unit
          open fun setStartIndex(startIndex: Int): Unit
          open fun toString(): String
      open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
        Module Contents SkeletalAnimationMaterialPlugin(numJoints: Int, numVertexWeights: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray!): Unit
        class SkeletalAnimationShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_BONE_INDEX1
          A_BONE_INDEX2
          A_BONE_WEIGHT1
          A_BONE_WEIGHT2
          G_BONE_TRANSF_MATRIX
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_BONE_MATRIX
        open fun unbindTextures(): Unit
      open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
        Module Contents SkeletalAnimationMaterialPlugin(numJoints: Int, numVertexWeights: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray!): Unit
        class SkeletalAnimationShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_BONE_INDEX1
          A_BONE_INDEX2
          A_BONE_WEIGHT1
          A_BONE_WEIGHT2
          G_BONE_TRANSF_MATRIX
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_BONE_MATRIX
        open fun unbindTextures(): Unit
      open class SkeletalAnimationObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationObject3D()
        open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D!
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D!
        open fun destroy(): Unit
        open fun getAnimationSequence(index: Int): SkeletalAnimationSequence!
        open fun getAnimationSequence(name: String!): SkeletalAnimationSequence!
        open fun getAnimationSequence(): SkeletalAnimationSequence!
        open fun getAnimationSequences(): Array<SkeletalAnimationSequence!>!
        open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
        open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mBoneMatrices: DoubleBuffer!
        var mBoneMatricesBufferInfo: BufferInfo!
        var mInverseBindPoseMatrix: Array<DoubleArray!>!
        open fun play(): Unit
        open fun reload(): Unit
        open fun render(camera: Camera!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setAllBindPoseMatrices(bp: DoubleArray!, invbp: Array<DoubleArray!>!): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
        open fun setAnimationSequence(name: String!): Boolean
        open fun setAnimationSequence(index: Int): Boolean
        open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence!>!): Unit
        open fun setBindPoseMatrices(bp: DoubleArray!): Unit
        open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray!>!): Unit
        open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setJointsWithBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setShaderParams(camera: Camera!): Unit
        open class SkeletalAnimationException : Exception
          Module Contents SkeletalAnimationException()
          SkeletalAnimationException(msg: String!)
          SkeletalAnimationException(throwable: Throwable!)
          SkeletalAnimationException(msg: String!, throwable: Throwable!)
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int, interpolator: Interpolator!): Unit
        open fun transitionToAnimationSequence(name: String!, duration: Int): Boolean
        open fun transitionToAnimationSequence(name: String!, duration: Int, interpolator: Interpolator!): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator!): Boolean
        var uBoneMatrix: DoubleArray!
      open class SkeletalAnimationObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationObject3D()
        open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D!
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D!
        open fun destroy(): Unit
        open fun getAnimationSequence(index: Int): SkeletalAnimationSequence!
        open fun getAnimationSequence(name: String!): SkeletalAnimationSequence!
        open fun getAnimationSequence(): SkeletalAnimationSequence!
        open fun getAnimationSequences(): Array<SkeletalAnimationSequence!>!
        open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
        open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mBoneMatrices: DoubleBuffer!
        var mBoneMatricesBufferInfo: BufferInfo!
        var mInverseBindPoseMatrix: Array<DoubleArray!>!
        open fun play(): Unit
        open fun reload(): Unit
        open fun render(camera: Camera!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setAllBindPoseMatrices(bp: DoubleArray!, invbp: Array<DoubleArray!>!): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
        open fun setAnimationSequence(name: String!): Boolean
        open fun setAnimationSequence(index: Int): Boolean
        open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence!>!): Unit
        open fun setBindPoseMatrices(bp: DoubleArray!): Unit
        open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray!>!): Unit
        open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setJointsWithBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setShaderParams(camera: Camera!): Unit
        open class SkeletalAnimationException : Exception
          Module Contents SkeletalAnimationException()
          SkeletalAnimationException(msg: String!)
          SkeletalAnimationException(throwable: Throwable!)
          SkeletalAnimationException(msg: String!, throwable: Throwable!)
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int, interpolator: Interpolator!): Unit
        open fun transitionToAnimationSequence(name: String!, duration: Int): Boolean
        open fun transitionToAnimationSequence(name: String!, duration: Int, interpolator: Interpolator!): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator!): Boolean
        var uBoneMatrix: DoubleArray!
      open class SkeletalAnimationSequence : IAnimationSequence
        Module Contents SkeletalAnimationSequence(name: String!)
        open fun blendWith(otherSequence: SkeletalAnimationSequence!, blendFactor: Double): Unit
        open fun getFrame(index: Int): SkeletalAnimationFrame!
        open fun getFrameData(): DoubleArray!
        open fun getFrameRate(): Int
        open fun getFrames(): Array<SkeletalAnimationFrame!>!
        open fun getName(): String!
        open fun getNumFrames(): Int
        open fun setFrameData(frameData: DoubleArray!): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrames(frames: Array<SkeletalAnimationFrame!>!): Unit
        open fun setName(name: String!): Unit
        open fun setNumFrames(numFrames: Int): Unit
      open class SkeletalAnimationSequence : IAnimationSequence
        Module Contents SkeletalAnimationSequence(name: String!)
        open fun blendWith(otherSequence: SkeletalAnimationSequence!, blendFactor: Double): Unit
        open fun getFrame(index: Int): SkeletalAnimationFrame!
        open fun getFrameData(): DoubleArray!
        open fun getFrameRate(): Int
        open fun getFrames(): Array<SkeletalAnimationFrame!>!
        open fun getName(): String!
        open fun getNumFrames(): Int
        open fun setFrameData(frameData: DoubleArray!): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrames(frames: Array<SkeletalAnimationFrame!>!): Unit
        open fun setName(name: String!): Unit
        open fun setNumFrames(numFrames: Int): Unit
      open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents SkeletalAnimationVertexShaderFragment(numJoints: Int, numVertexWeights: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        protected var mTempBoneArray: FloatArray!
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray!): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents SkeletalAnimationVertexShaderFragment(numJoints: Int, numVertexWeights: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        protected var mTempBoneArray: FloatArray!
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray!): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents SkyTextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents SkyTextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class SlerpAnimation3D : Animation3D
        Module Contents SlerpAnimation3D(from: Vector3!, to: Vector3!)
        protected open fun applyTransformation(): Unit
        protected val mDistance: Double
        protected val mForwardVec: Vector3!
        protected val mFrom: Quaternion!
        protected val mRotationMatrix: DoubleArray!
        protected val mTmpQuat: Quaternion!
        protected val mTmpQuatVector: Vector3!
        protected val mTmpVec: Vector3!
        protected val mTo: Quaternion!
        protected open fun quaternionFromVector(vec: Vector3!): Quaternion!
      open class SlerpAnimation3D : Animation3D
        Module Contents SlerpAnimation3D(from: Vector3!, to: Vector3!)
        protected open fun applyTransformation(): Unit
        protected val mDistance: Double
        protected val mForwardVec: Vector3!
        protected val mFrom: Quaternion!
        protected val mRotationMatrix: DoubleArray!
        protected val mTmpQuat: Quaternion!
        protected val mTmpQuatVector: Vector3!
        protected val mTmpVec: Vector3!
        protected val mTo: Quaternion!
        protected open fun quaternionFromVector(vec: Vector3!): Quaternion!
      open class SobelPass : EffectPass
        Module Contents SobelPass(x: Float, y: Float)
        open fun setGrid(x: Float, y: Float): Unit
        open fun setShaderParams(): Unit
      open class SobelPass : EffectPass
        Module Contents SobelPass(x: Float, y: Float)
        open fun setGrid(x: Float, y: Float): Unit
        open fun setShaderParams(): Unit
      open class SpecularMapTexture : ASingleTexture
        Module Contents SpecularMapTexture(other: SpecularMapTexture!)
        SpecularMapTexture(textureName: String!)
        SpecularMapTexture(textureName: String!, resourceId: Int)
        SpecularMapTexture(textureName: String!, bitmap: Bitmap!)
        SpecularMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): SpecularMapTexture!
      open class SpecularMapTexture : ASingleTexture
        Module Contents SpecularMapTexture(other: SpecularMapTexture!)
        SpecularMapTexture(textureName: String!)
        SpecularMapTexture(textureName: String!, resourceId: Int)
        SpecularMapTexture(textureName: String!, bitmap: Bitmap!)
        SpecularMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): SpecularMapTexture!
      abstract class SpecularMethod
        Module Contents SpecularMethod()
        class CookTorrance : ISpecularMethod
          Module Contents CookTorrance()
          CookTorrance(specularColor: Int)
          CookTorrance(specularColor: Int, roughness: Float)
          CookTorrance(specularColor: Int, roughness: Float, extinction: Float)
          fun getExtinction(): Float
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getRoughness(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment!
          fun setExtinction(extinction: Float): Unit
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setRoughness(roughness: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture!>!): Unit
        class Phong : ISpecularMethod
          Module Contents Phong()
          Phong(specularColor: Int)
          Phong(specularColor: Int, shininess: Float)
          Phong(specularColor: Int, shininess: Float, intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getIntensity(): Float
          fun getShininess(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment!
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setShininess(shininess: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture!>!): Unit
        class SpecularShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_EXTINCTION_COEFFICIENT
          U_ROUGHNESS
          U_SHININESS
          U_SPECULAR_COLOR
          U_SPECULAR_INTENSITY
      abstract class SpecularMethod
        Module Contents SpecularMethod()
        class CookTorrance : ISpecularMethod
          Module Contents CookTorrance()
          CookTorrance(specularColor: Int)
          CookTorrance(specularColor: Int, roughness: Float)
          CookTorrance(specularColor: Int, roughness: Float, extinction: Float)
          fun getExtinction(): Float
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getRoughness(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment!
          fun setExtinction(extinction: Float): Unit
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setRoughness(roughness: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture!>!): Unit
        class Phong : ISpecularMethod
          Module Contents Phong()
          Phong(specularColor: Int)
          Phong(specularColor: Int, shininess: Float)
          Phong(specularColor: Int, shininess: Float, intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getIntensity(): Float
          fun getShininess(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment!
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setShininess(shininess: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture!>!): Unit
        class SpecularShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_EXTINCTION_COEFFICIENT
          U_ROUGHNESS
          U_SHININESS
          U_SPECULAR_COLOR
          U_SPECULAR_INTENSITY
      open class Sphere : Object3D
        Module Contents Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      open class Sphere : Object3D
        Module Contents Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      open class SphereMapTexture : ASingleTexture
        Module Contents SphereMapTexture(other: SphereMapTexture!)
        SphereMapTexture(textureName: String!)
        SphereMapTexture(textureName: String!, resourceId: Int)
        SphereMapTexture(textureName: String!, bitmap: Bitmap!)
        SphereMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): SphereMapTexture!
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class SphereMapTexture : ASingleTexture
        Module Contents SphereMapTexture(other: SphereMapTexture!)
        SphereMapTexture(textureName: String!)
        SphereMapTexture(textureName: String!, resourceId: Int)
        SphereMapTexture(textureName: String!, bitmap: Bitmap!)
        SphereMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): SphereMapTexture!
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class SplineOrientationAnimation3D : Animation3D
        Module Contents SplineOrientationAnimation3D(splinePath: ICurve4D!)
        protected open fun applyTransformation(): Unit
        protected var mSplinePath: ICurve4D!
        protected val mTempPoint1: Quaternion!
        open fun setDurationMilliseconds(duration: Long): Unit
      open class SplineOrientationAnimation3D : Animation3D
        Module Contents SplineOrientationAnimation3D(splinePath: ICurve4D!)
        protected open fun applyTransformation(): Unit
        protected var mSplinePath: ICurve4D!
        protected val mTempPoint1: Quaternion!
        open fun setDurationMilliseconds(duration: Long): Unit
      open class SplineScalingAnimation3D : Animation3D
        Module Contents SplineScalingAnimation3D(splinePath: ICurve3D!)
        protected open fun applyTransformation(): Unit
        protected var mSplinePath: ICurve3D!
        protected val mTempPoint1: Vector3!
        open fun setDurationMilliseconds(duration: Long): Unit
      open class SplineScalingAnimation3D : Animation3D
        Module Contents SplineScalingAnimation3D(splinePath: ICurve3D!)
        protected open fun applyTransformation(): Unit
        protected var mSplinePath: ICurve3D!
        protected val mTempPoint1: Vector3!
        open fun setDurationMilliseconds(duration: Long): Unit
      open class SplineTranslateAnimation3D : Animation3D
        Module Contents SplineTranslateAnimation3D(splinePath: ICurve3D!)
        protected open fun applyTransformation(): Unit
        open fun getLookAt(): ATransformable3D!
        open fun getOrientToPath(): Boolean
        open fun getUpAxis(): Vector3!
        protected var mLookatDelta: Double
        protected var mOrientToPath: Boolean
        protected var mSplinePath: ICurve3D!
        protected var mTarget: ATransformable3D!
        protected val mTempPoint1: Vector3!
        protected val mTempPoint2: Vector3!
        protected var mUp: Vector3!
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setLookAt(target: ATransformable3D!): Unit
        open fun setLookAt(target: ATransformable3D!, up: Vector3!): Unit
        open fun setLookAt(target: ATransformable3D!, up: Vector3.Axis!): Unit
        open fun setOrientToPath(orientToPath: Boolean): Unit
      open class SplineTranslateAnimation3D : Animation3D
        Module Contents SplineTranslateAnimation3D(splinePath: ICurve3D!)
        protected open fun applyTransformation(): Unit
        open fun getLookAt(): ATransformable3D!
        open fun getOrientToPath(): Boolean
        open fun getUpAxis(): Vector3!
        protected var mLookatDelta: Double
        protected var mOrientToPath: Boolean
        protected var mSplinePath: ICurve3D!
        protected var mTarget: ATransformable3D!
        protected val mTempPoint1: Vector3!
        protected val mTempPoint2: Vector3!
        protected var mUp: Vector3!
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setLookAt(target: ATransformable3D!): Unit
        open fun setLookAt(target: ATransformable3D!, up: Vector3!): Unit
        open fun setLookAt(target: ATransformable3D!, up: Vector3.Axis!): Unit
        open fun setOrientToPath(orientToPath: Boolean): Unit
      open class SpotLight : DirectionalLight
        Module Contents SpotLight()
        SpotLight(xDir: Float, yDir: Float, zDir: Float)
        open fun getAttenuation(): FloatArray!
        open fun getCutoffAngle(): Float
        open fun getFalloff(): Float
        protected var mAttenuation: FloatArray!
        protected var mCutoffAngle: Float
        protected var mFalloff: Float
        protected var mMaxCutoffAngle: Float
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
        open fun setCutoffAngle(cutoffAng: Float): Unit
        open fun setFalloff(falloff: Float): Unit
      open class SpotLight : DirectionalLight
        Module Contents SpotLight()
        SpotLight(xDir: Float, yDir: Float, zDir: Float)
        open fun getAttenuation(): FloatArray!
        open fun getCutoffAngle(): Float
        open fun getFalloff(): Float
        protected var mAttenuation: FloatArray!
        protected var mCutoffAngle: Float
        protected var mFalloff: Float
        protected var mMaxCutoffAngle: Float
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
        open fun setCutoffAngle(cutoffAng: Float): Unit
        open fun setFalloff(falloff: Float): Unit
      open class SpriteSheetMaterialPlugin : IMaterialPlugin
        Module Contents SpriteSheetMaterialPlugin(numTilesX: Int, numTilesY: Int, fps: Float, numFrames: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun pause(): Unit
        open fun play(): Unit
        open fun unbindTextures(): Unit
      open class SpriteSheetMaterialPlugin : IMaterialPlugin
        Module Contents SpriteSheetMaterialPlugin(numTilesX: Int, numTilesY: Int, fps: Float, numFrames: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun pause(): Unit
        open fun play(): Unit
        open fun unbindTextures(): Unit
      open class SquareTerrain : Terrain
        Module Contents protected SquareTerrain(divisions: Int, terrain: Array<DoubleArray!>!, normals: Array<Array<Vector3!>!>!, temperature: Array<DoubleArray!>!, xScale: Double, zScale: Double)
        open fun contains(x: Double, z: Double): Boolean
        open static fun createParameters(hMapBitmap: Bitmap!): SquareTerrain.Parameters!
        open fun getAltitude(x: Double, z: Double): Double
        open fun getDivisions(): Int
        open fun getExtensionX(): Double
        open fun getExtensionZ(): Double
        open fun getHeights(): Array<DoubleArray!>!
        open fun getMaxAltitude(): Double
        open fun getMaxTemperature(): Double
        open fun getMinAltitude(): Double
        open fun getMinTemperature(): Double
        open fun getNormalAt(x: Double, z: Double, normal: Vector3!): Unit
        open fun getPercAltitude(i: Int, j: Int): Double
        open fun getTemperature(x: Double, z: Double): Double
        open class Parameters
          Module Contents protected Parameters(hMapBitmap: Bitmap!)
          protected var basecolor: Int
          protected var colorMapBitmap: Bitmap!
          protected var divisions: Int
          open fun getBasecolor(): Int
          open fun getColorMapBitmap(): Bitmap!
          open fun getDivisions(): Int
          open fun getHeightMapBitmap(): Bitmap!
          open fun getMaxTemp(value: Double): Double
          open fun getMiddleColor(): Int
          open fun getMinTemp(): Double
          open fun getScale(): Vector3!
          open fun getTextureMult(): Double
          open fun getUpColor(): Int
          protected var heightMapBitmap: Bitmap!
          protected var maxTemp: Double
          protected var middlecolor: Int
          protected var minTemp: Double
          protected var scale: Vector3!
          open fun setBasecolor(value: Int): Unit
          open fun setColorMapBitmap(value: Bitmap!): Unit
          open fun setDivisions(value: Int): Unit
          open fun setMaxTemp(value: Double): Unit
          open fun setMiddleColor(value: Int): Unit
          open fun setMinTemp(value: Double): Unit
          open fun setScale(sx: Double, sy: Double, sz: Double): Unit
          open fun setTextureMult(value: Double): Unit
          open fun setUpColor(value: Int): Unit
          protected var textureMult: Double
          protected var upcolor: Int
        open fun setScale(scale: Double): ATransformable3D!
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
        open fun setScaleX(scaleX: Double): ATransformable3D!
        open fun setScaleY(scaleY: Double): ATransformable3D!
        open fun setScaleZ(scaleZ: Double): ATransformable3D!
      open class SquareTerrain : Terrain
        Module Contents protected SquareTerrain(divisions: Int, terrain: Array<DoubleArray!>!, normals: Array<Array<Vector3!>!>!, temperature: Array<DoubleArray!>!, xScale: Double, zScale: Double)
        open fun contains(x: Double, z: Double): Boolean
        open static fun createParameters(hMapBitmap: Bitmap!): SquareTerrain.Parameters!
        open fun getAltitude(x: Double, z: Double): Double
        open fun getDivisions(): Int
        open fun getExtensionX(): Double
        open fun getExtensionZ(): Double
        open fun getHeights(): Array<DoubleArray!>!
        open fun getMaxAltitude(): Double
        open fun getMaxTemperature(): Double
        open fun getMinAltitude(): Double
        open fun getMinTemperature(): Double
        open fun getNormalAt(x: Double, z: Double, normal: Vector3!): Unit
        open fun getPercAltitude(i: Int, j: Int): Double
        open fun getTemperature(x: Double, z: Double): Double
        open class Parameters
          Module Contents protected Parameters(hMapBitmap: Bitmap!)
          protected var basecolor: Int
          protected var colorMapBitmap: Bitmap!
          protected var divisions: Int
          open fun getBasecolor(): Int
          open fun getColorMapBitmap(): Bitmap!
          open fun getDivisions(): Int
          open fun getHeightMapBitmap(): Bitmap!
          open fun getMaxTemp(value: Double): Double
          open fun getMiddleColor(): Int
          open fun getMinTemp(): Double
          open fun getScale(): Vector3!
          open fun getTextureMult(): Double
          open fun getUpColor(): Int
          protected var heightMapBitmap: Bitmap!
          protected var maxTemp: Double
          protected var middlecolor: Int
          protected var minTemp: Double
          protected var scale: Vector3!
          open fun setBasecolor(value: Int): Unit
          open fun setColorMapBitmap(value: Bitmap!): Unit
          open fun setDivisions(value: Int): Unit
          open fun setMaxTemp(value: Double): Unit
          open fun setMiddleColor(value: Int): Unit
          open fun setMinTemp(value: Double): Unit
          open fun setScale(sx: Double, sy: Double, sz: Double): Unit
          open fun setTextureMult(value: Double): Unit
          open fun setUpColor(value: Int): Unit
          protected var textureMult: Double
          protected var upcolor: Int
        open fun setScale(scale: Double): ATransformable3D!
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
        open fun setScaleX(scaleX: Double): ATransformable3D!
        open fun setScaleY(scaleY: Double): ATransformable3D!
        open fun setScaleZ(scaleZ: Double): ATransformable3D!
      open class StreamingTexture : ATexture
        Module Contents StreamingTexture(textureName: String!, mediaPlayer: MediaPlayer!)
        StreamingTexture(textureName: String!, camera: Camera!, onFrameAvailableListener: OnFrameAvailableListener!)
        StreamingTexture(textureName: String!, listener: StreamingTexture.ISurfaceListener!)
        StreamingTexture(other: StreamingTexture!)
        protected open fun add(): Unit
        open fun clone(): StreamingTexture!
        open fun getSurfaceTexture(): SurfaceTexture!
        interface ISurfaceListener
          Module Contents abstract fun setSurface(surface: Surface!): Unit
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun update(): Unit
        open fun updateMediaPlayer(mediaPlayer: MediaPlayer!): Unit
      open class StreamingTexture : ATexture
        Module Contents StreamingTexture(textureName: String!, mediaPlayer: MediaPlayer!)
        StreamingTexture(textureName: String!, camera: Camera!, onFrameAvailableListener: OnFrameAvailableListener!)
        StreamingTexture(textureName: String!, listener: StreamingTexture.ISurfaceListener!)
        StreamingTexture(other: StreamingTexture!)
        protected open fun add(): Unit
        open fun clone(): StreamingTexture!
        open fun getSurfaceTexture(): SurfaceTexture!
        interface ISurfaceListener
          Module Contents abstract fun setSurface(surface: Surface!): Unit
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun update(): Unit
        open fun updateMediaPlayer(mediaPlayer: MediaPlayer!): Unit
      abstract class SubRenderer
        Module Contents SubRenderer(renderer: Renderer!)
        open fun doRender(): Unit
        protected open fun getContext(): Context!
        open fun getCurrentCamera(): Camera!
        open fun getCurrentScene(): Scene!
        abstract fun initScene(): Unit
        protected abstract fun onRender(): Unit
        open fun onTouchEvent(event: MotionEvent!): Unit
      abstract class SubRenderer
        Module Contents SubRenderer(renderer: Renderer!)
        open fun doRender(): Unit
        protected open fun getContext(): Context!
        open fun getCurrentCamera(): Camera!
        open fun getCurrentScene(): Scene!
        abstract fun initScene(): Unit
        protected abstract fun onRender(): Unit
        open fun onTouchEvent(event: MotionEvent!): Unit
      open class SurfaceView : GLSurfaceView, ISurface
        Module Contents SurfaceView(context: Context!)
        SurfaceView(context: Context!, attrs: AttributeSet!)
        open fun getRenderMode(): Int
        protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
        protected var mBitsAlpha: Int
        protected var mBitsBlue: Int
        protected var mBitsDepth: Int
        protected var mBitsGreen: Int
        protected var mBitsRed: Int
        protected var mFrameRate: Double
        protected var mIsTransparent: Boolean
        protected var mMultiSampleCount: Int
        protected var mRendererDelegate: RendererDelegate!
        protected var mRenderMode: Int
        protected open fun onAttachedToWindow(): Unit
        protected open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun onVisibilityChanged(changedView: View!, visibility: Int): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer!): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
      open class SurfaceView : GLSurfaceView, ISurface
        Module Contents SurfaceView(context: Context!)
        SurfaceView(context: Context!, attrs: AttributeSet!)
        open fun getRenderMode(): Int
        protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
        protected var mBitsAlpha: Int
        protected var mBitsBlue: Int
        protected var mBitsDepth: Int
        protected var mBitsGreen: Int
        protected var mBitsRed: Int
        protected var mFrameRate: Double
        protected var mIsTransparent: Boolean
        protected var mMultiSampleCount: Int
        protected var mRendererDelegate: RendererDelegate!
        protected var mRenderMode: Int
        protected open fun onAttachedToWindow(): Unit
        protected open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun onVisibilityChanged(changedView: View!, visibility: Int): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer!): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
      open class SVGPath
        Module Contents SVGPath()
        open fun parseResourceString(context: Context!, resourceId: Int): MutableList<CompoundCurve3D!>!
        open fun parseString(pathString: String!): MutableList<CompoundCurve3D!>!
      open class SVGPath
        Module Contents SVGPath()
        open fun parseResourceString(context: Context!, resourceId: Int): MutableList<CompoundCurve3D!>!
        open fun parseString(pathString: String!): MutableList<CompoundCurve3D!>!
      open class Terrain : Object3D
        Module Contents Terrain()
      open class Terrain : Object3D
        Module Contents Terrain()
      open class TerrainGenerator
        Module Contents TerrainGenerator()
        open static fun createSquareTerrainFromBitmap(prs: SquareTerrain.Parameters!, createVBOs: Boolean): SquareTerrain!
      open class TerrainGenerator
        Module Contents TerrainGenerator()
        open static fun createSquareTerrainFromBitmap(prs: SquareTerrain.Parameters!, createVBOs: Boolean): SquareTerrain!
      open class Texture : ASingleTexture
        Module Contents Texture(other: Texture!)
        Texture(textureName: String!)
        Texture(textureName: String!, resourceId: Int)
        Texture(textureName: String!, bitmap: Bitmap!)
        Texture(textureName: String!, atlas: TextureAtlas!)
        Texture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): Texture!
      open class Texture : ASingleTexture
        Module Contents Texture(other: Texture!)
        Texture(textureName: String!)
        Texture(textureName: String!, resourceId: Int)
        Texture(textureName: String!, bitmap: Bitmap!)
        Texture(textureName: String!, atlas: TextureAtlas!)
        Texture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): Texture!
      open class TextureAtlas
        Module Contents TextureAtlas(width: Int, height: Int, usesCompression: Boolean!)
        open fun getHeight(): Float
        open fun getPages(): Array<Bitmap!>!
        open fun getTileNamed(name: String!): TexturePacker.Tile!
        open fun getTiles(): Array<TexturePacker.Tile!>!
        open fun getUsesCompression(): Boolean
        open fun getWidth(): Float
        protected var mHeight: Float
        protected var mPages: Array<Bitmap!>!
        protected var mTiles: Array<TexturePacker.Tile!>!
        protected var mUsesCompression: Boolean
        protected var mWidth: Float
        open fun setHeight(height: Int): Unit
        protected open fun setPages(pages: Array<Bitmap!>!): Unit
        protected open fun setTiles(tiles: Array<TexturePacker.Tile!>!): Unit
        protected open fun setUsesCompression(compress: Boolean): Unit
        open fun setWidth(width: Float): Unit
      open class TextureAtlas
        Module Contents TextureAtlas(width: Int, height: Int, usesCompression: Boolean!)
        open fun getHeight(): Float
        open fun getPages(): Array<Bitmap!>!
        open fun getTileNamed(name: String!): TexturePacker.Tile!
        open fun getTiles(): Array<TexturePacker.Tile!>!
        open fun getUsesCompression(): Boolean
        open fun getWidth(): Float
        protected var mHeight: Float
        protected var mPages: Array<Bitmap!>!
        protected var mTiles: Array<TexturePacker.Tile!>!
        protected var mUsesCompression: Boolean
        protected var mWidth: Float
        open fun setHeight(height: Int): Unit
        protected open fun setPages(pages: Array<Bitmap!>!): Unit
        protected open fun setTiles(tiles: Array<TexturePacker.Tile!>!): Unit
        protected open fun setUsesCompression(compress: Boolean): Unit
        open fun setWidth(width: Float): Unit
      class TextureManager : AResourceManager
        Module Contents fun addTexture(texture: ATexture!): ATexture!
        static fun getInstance(): TextureManager!
        fun getTextureCount(): Int
        fun reload(): Unit
        fun removeTexture(texture: ATexture!): Unit
        fun removeTextures(textures: MutableList<ATexture!>!): Unit
        fun replaceTexture(texture: ATexture!): Unit
        fun reset(): Unit
        fun taskAdd(texture: ATexture!): Unit
        fun taskReload(): Unit
        fun taskRemove(texture: ATexture!): Unit
        fun taskReplace(texture: ATexture!): Unit
        fun taskReset(): Unit
        fun taskReset(renderer: Renderer!): Unit
        fun taskResizeRenderTarget(renderTargetTexture: RenderTargetTexture!): Unit
      class TextureManager : AResourceManager
        Module Contents fun addTexture(texture: ATexture!): ATexture!
        static fun getInstance(): TextureManager!
        fun getTextureCount(): Int
        fun reload(): Unit
        fun removeTexture(texture: ATexture!): Unit
        fun removeTextures(textures: MutableList<ATexture!>!): Unit
        fun replaceTexture(texture: ATexture!): Unit
        fun reset(): Unit
        fun taskAdd(texture: ATexture!): Unit
        fun taskReload(): Unit
        fun taskRemove(texture: ATexture!): Unit
        fun taskReplace(texture: ATexture!): Unit
        fun taskReset(): Unit
        fun taskReset(renderer: Renderer!): Unit
        fun taskResizeRenderTarget(renderTargetTexture: RenderTargetTexture!): Unit
      open class TexturePacker
        Module Contents TexturePacker(context: Context!)
        open fun packTexturesFromAssets(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, subDir: String!): TextureAtlas!
        open fun packTexturesFromResources(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, resourceIDs: IntArray!): TextureAtlas!
        open class Tile
          Module Contents protected Tile(inStream: InputStream!, name: String!, x: Int, y: Int, width: Int, height: Int)
          open fun getPage(): Bitmap!
          protected open fun getSampling(): Int
          var height: Int
          var name: String!
          protected var page: Int
          protected var sampling: Int
          protected open fun setPage(page: Int): Unit
          protected open fun setSampling(sampling: Int): Unit
          var stream: InputStream!
          var width: Int
          var x: Int
          var y: Int
      open class TexturePacker
        Module Contents TexturePacker(context: Context!)
        open fun packTexturesFromAssets(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, subDir: String!): TextureAtlas!
        open fun packTexturesFromResources(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, resourceIDs: IntArray!): TextureAtlas!
        open class Tile
          Module Contents protected Tile(inStream: InputStream!, name: String!, x: Int, y: Int, width: Int, height: Int)
          open fun getPage(): Bitmap!
          protected open fun getSampling(): Int
          var height: Int
          var name: String!
          protected var page: Int
          protected var sampling: Int
          protected open fun setPage(page: Int): Unit
          protected open fun setSampling(sampling: Int): Unit
          var stream: InputStream!
          var width: Int
          var x: Int
          var y: Int
      open class TextureScalingMaterialPlugin : AShader, IMaterialPlugin
        Module Contents TextureScalingMaterialPlugin(x: Float, y: Float, z: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class TextureScalingMaterialPlugin : AShader, IMaterialPlugin
        Module Contents TextureScalingMaterialPlugin(x: Float, y: Float, z: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class TextureView : TextureView, ISurface
        Module Contents TextureView(context: Context, attrs: AttributeSet? = null, defStyleAttr: Int = 0)
        protected var antiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG
        abstract class BaseConfigChooser : IRajawaliEglConfigChooser
          Module Contents BaseConfigChooser(textureView: TextureView, requestedConfigSpec: IntArray)
          open fun chooseConfig(egl: EGL10, display: EGLDisplay): EGLConfig
          protected val textureView: TextureView
        protected var bitsAlpha: Int
        protected var bitsBlue: Int
        protected var bitsDepth: Int
        protected var bitsGreen: Int
        protected var bitsRed: Int
        open class ComponentSizeChooser : TextureView.BaseConfigChooser
          Module Contents ComponentSizeChooser(redSize: Int, greenSize: Int, blueSize: Int, alphaSize: Int, depthSize: Int, stencilSize: Int, textureView: TextureView)
          protected var alphaSize: Int
          protected var blueSize: Int
          open fun chooseConfig(egl: EGL10, display: EGLDisplay, configs: Array<EGLConfig>): EGLConfig?
          open fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
          protected var depthSize: Int
          protected var greenSize: Int
          protected var redSize: Int
          protected var stencilSize: Int
        protected open fun finalize(): Unit
        protected var frameRateTexture: Double
        open fun getRenderMode(): Int
        protected var mRenderMode: Int
        protected var multiSampleCount: Int
        protected open fun onAttachedToWindow(): Unit
        protected open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun onVisibilityChanged(changedView: View, visibility: Int): Unit
        var preserveEGLContextOnPause: Boolean
        open fun queueEvent(runnable: Runnable): Unit
        protected var rendererDelegate: TextureView.RendererDelegate?
        protected class RendererDelegate : SurfaceTextureListener
          Module Contents RendererDelegate(renderer: ISurfaceRenderer, rajawaliTextureView: TextureView)
          fun onSurfaceTextureAvailable(surface: SurfaceTexture, width: Int, height: Int): Unit
          fun onSurfaceTextureDestroyed(surface: SurfaceTexture): Boolean
          fun onSurfaceTextureSizeChanged(surface: SurfaceTexture, width: Int, height: Int): Unit
          fun onSurfaceTextureUpdated(surface: SurfaceTexture): Unit
        protected var renderModeInternal: Int
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG): Unit
        open fun setEGLConfigChooser(configChooser: IRajawaliEglConfigChooser): Unit
        open fun setEGLConfigChooser(redSize: Int, greenSize: Int, blueSize: Int, alphaSize: Int, depthSize: Int, stencilSize: Int): Unit
        open fun setEGLContextClientVersion(version: Int): Unit
        open fun setEGLContextFactory(factory: EGLContextFactory): Unit
        open fun setEGLWindowSurfaceFactory(factory: EGLWindowSurfaceFactory): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
      open class ThreeDcTexture : ACompressedTexture
        Module Contents ThreeDcTexture(other: ThreeDcTexture!)
        ThreeDcTexture(textureName: String!, byteBuffer: ByteBuffer!, threeDcFormat: ThreeDcTexture.ThreeDcFormat!)
        ThreeDcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, threeDcFormat: ThreeDcTexture.ThreeDcFormat!)
        open fun clone(): ThreeDcTexture!
        open fun getThreeDcFormat(): ThreeDcTexture.ThreeDcFormat!
        protected var mThreeDcFormat: ThreeDcTexture.ThreeDcFormat!
        open fun setFrom(other: ThreeDcTexture!): Unit
        open fun setThreeDcFormat(mThreeDcFormat: ThreeDcTexture.ThreeDcFormat!): Unit
        class ThreeDcFormat
          Module Contents X
          XY
      open class ThreeDcTexture : ACompressedTexture
        Module Contents ThreeDcTexture(other: ThreeDcTexture!)
        ThreeDcTexture(textureName: String!, byteBuffer: ByteBuffer!, threeDcFormat: ThreeDcTexture.ThreeDcFormat!)
        ThreeDcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, threeDcFormat: ThreeDcTexture.ThreeDcFormat!)
        open fun clone(): ThreeDcTexture!
        open fun getThreeDcFormat(): ThreeDcTexture.ThreeDcFormat!
        protected var mThreeDcFormat: ThreeDcTexture.ThreeDcFormat!
        open fun setFrom(other: ThreeDcTexture!): Unit
        open fun setThreeDcFormat(mThreeDcFormat: ThreeDcTexture.ThreeDcFormat!): Unit
        class ThreeDcFormat
          Module Contents X
          XY
      open class TilePass : EffectPass
        Module Contents TilePass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class TilePass : EffectPass
        Module Contents TilePass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class ToonFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ToonFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setToonColors(toonColor0: FloatArray!, toonColor1: FloatArray!, toonColor2: FloatArray!, toonColor3: FloatArray!): Unit
        static val SHADER_ID: String
        class ToonShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_TOON_COLOR0
          U_TOON_COLOR1
          U_TOON_COLOR2
          U_TOON_COLOR3
        open fun unbindTextures(): Unit
      open class ToonFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ToonFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setToonColors(toonColor0: FloatArray!, toonColor1: FloatArray!, toonColor2: FloatArray!, toonColor3: FloatArray!): Unit
        static val SHADER_ID: String
        class ToonShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_TOON_COLOR0
          U_TOON_COLOR1
          U_TOON_COLOR2
          U_TOON_COLOR3
        open fun unbindTextures(): Unit
      open class Torus : Object3D
        Module Contents Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int)
        Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      open class Torus : Object3D
        Module Contents Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int)
        Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      open class TranslateAnimation3D : Animation3D
        Module Contents TranslateAnimation3D(toPosition: Vector3!)
        TranslateAnimation3D(fromPosition: Vector3!, toPosition: Vector3!)
        protected open fun applyTransformation(): Unit
        protected open fun eventStart(): Unit
        protected val mAddedPosition: Vector3!
        protected var mDiffPosition: Vector3!
        protected val mFromPosition: Vector3!
        protected val mMultipliedPosition: Vector3!
        protected var mToPosition: Vector3!
      open class TranslateAnimation3D : Animation3D
        Module Contents TranslateAnimation3D(toPosition: Vector3!)
        TranslateAnimation3D(fromPosition: Vector3!, toPosition: Vector3!)
        protected open fun applyTransformation(): Unit
        protected open fun eventStart(): Unit
        protected val mAddedPosition: Vector3!
        protected var mDiffPosition: Vector3!
        protected val mFromPosition: Vector3!
        protected val mMultipliedPosition: Vector3!
        protected var mToPosition: Vector3!
      open class Vector2
        Module Contents Vector2()
        Vector2(x: Double, y: Double)
        Vector2(vals: Array<String!>!)
        open fun getX(): Double
        open fun getY(): Double
        open fun setAll(x: Double, y: Double): Unit
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
      open class Vector2
        Module Contents Vector2()
        Vector2(x: Double, y: Double)
        Vector2(vals: Array<String!>!)
        open fun getX(): Double
        open fun getY(): Double
        open fun setAll(x: Double, y: Double): Unit
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
      open class Vector3 : Cloneable
        Module Contents Vector3()
        Vector3(from: Double)
        Vector3(@NonNull from: Vector3)
        Vector3(@NonNull values: Array<String!>)
        Vector3(@NonNull values: DoubleArray)
        Vector3(x: Double, y: Double, z: Double)
        @NonNull open fun absoluteValue(): Vector3
        @NonNull open fun add(@NonNull v: Vector3): Vector3
        @NonNull open fun add(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun add(value: Double): Vector3
        @NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun angle(@NonNull v: Vector3): Double
        class Axis
          Module Contents X
          Y
          Z
        @NonNull open fun clone(): Vector3
        @NonNull open fun cross(@NonNull v: Vector3): Vector3
        @NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
        @NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun distanceTo(@NonNull v: Vector3): Double
        open fun distanceTo(x: Double, y: Double, z: Double): Double
        open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun distanceTo2(@NonNull v: Vector3): Double
        open fun distanceTo2(x: Double, y: Double, z: Double): Double
        open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        @NonNull open fun divide(value: Double): Vector3
        @NonNull open fun divide(@NonNull v: Vector3): Vector3
        @NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun dot(@NonNull v: Vector3): Double
        open fun dot(x: Double, y: Double, z: Double): Double
        open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun equals(other: Any?): Boolean
        open fun equals(@NonNull obj: Vector3, error: Double): Boolean
        @NonNull open static fun getAxisVector(@NonNull axis: Vector3.Axis): Vector3
        @NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
        @NonNull open fun inverse(): Vector3
        @NonNull open fun invertAndCreate(): Vector3
        open fun isUnit(): Boolean
        open fun isUnit(margin: Double): Boolean
        open fun isZero(): Boolean
        open fun isZero(margin: Double): Boolean
        open fun length(): Double
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun length(@NonNull v: Vector3): Double
        open fun length2(): Double
        open static fun length2(@NonNull v: Vector3): Double
        open static fun length2(x: Double, y: Double, z: Double): Double
        @NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
        @NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun multiply(value: Double): Vector3
        @NonNull open fun multiply(@NonNull v: Vector3): Vector3
        @NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
        @NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull static val NEG_X: Vector3
        @NonNull static val NEG_Y: Vector3
        @NonNull static val NEG_Z: Vector3
        open fun normalize(): Double
        @NonNull static val ONE: Vector3
        open static fun orthoNormalize(@NonNull vecs: Array<Vector3!>): Unit
        open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
        @NonNull open fun project(@NonNull v: Vector3): Vector3
        @NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun project(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
        @NonNull open fun rotateX(angle: Double): Vector3
        @NonNull open fun rotateY(angle: Double): Vector3
        @NonNull open fun rotateZ(angle: Double): Vector3
        @NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
        @NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
        open fun setAll(x: Double, y: Double, z: Double): Vector3!
        @NonNull open fun setAll(@NonNull other: Vector3): Vector3
        @NonNull open fun setAll(@NonNull axis: Vector3.Axis): Vector3
        @NonNull open fun subtract(@NonNull v: Vector3): Vector3
        @NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun subtract(value: Double): Vector3
        @NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun toArray(array: DoubleArray!): DoubleArray
        @NonNull open fun toArray(): DoubleArray
        @NonNull open fun toString(): String
        var x: Double
        @NonNull static val X: Vector3
        var y: Double
        @NonNull static val Y: Vector3
        var z: Double
        @NonNull static val Z: Vector3
        @NonNull static val ZERO: Vector3
      open class Vector3 : Cloneable
        Module Contents Vector3()
        Vector3(from: Double)
        Vector3(@NonNull from: Vector3)
        Vector3(@NonNull values: Array<String!>)
        Vector3(@NonNull values: DoubleArray)
        Vector3(x: Double, y: Double, z: Double)
        @NonNull open fun absoluteValue(): Vector3
        @NonNull open fun add(@NonNull v: Vector3): Vector3
        @NonNull open fun add(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun add(value: Double): Vector3
        @NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun angle(@NonNull v: Vector3): Double
        class Axis
          Module Contents X
          Y
          Z
        @NonNull open fun clone(): Vector3
        @NonNull open fun cross(@NonNull v: Vector3): Vector3
        @NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
        @NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun distanceTo(@NonNull v: Vector3): Double
        open fun distanceTo(x: Double, y: Double, z: Double): Double
        open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun distanceTo2(@NonNull v: Vector3): Double
        open fun distanceTo2(x: Double, y: Double, z: Double): Double
        open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        @NonNull open fun divide(value: Double): Vector3
        @NonNull open fun divide(@NonNull v: Vector3): Vector3
        @NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun dot(@NonNull v: Vector3): Double
        open fun dot(x: Double, y: Double, z: Double): Double
        open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun equals(other: Any?): Boolean
        open fun equals(@NonNull obj: Vector3, error: Double): Boolean
        @NonNull open static fun getAxisVector(@NonNull axis: Vector3.Axis): Vector3
        @NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
        @NonNull open fun inverse(): Vector3
        @NonNull open fun invertAndCreate(): Vector3
        open fun isUnit(): Boolean
        open fun isUnit(margin: Double): Boolean
        open fun isZero(): Boolean
        open fun isZero(margin: Double): Boolean
        open fun length(): Double
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun length(@NonNull v: Vector3): Double
        open fun length2(): Double
        open static fun length2(@NonNull v: Vector3): Double
        open static fun length2(x: Double, y: Double, z: Double): Double
        @NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
        @NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun multiply(value: Double): Vector3
        @NonNull open fun multiply(@NonNull v: Vector3): Vector3
        @NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
        @NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull static val NEG_X: Vector3
        @NonNull static val NEG_Y: Vector3
        @NonNull static val NEG_Z: Vector3
        open fun normalize(): Double
        @NonNull static val ONE: Vector3
        open static fun orthoNormalize(@NonNull vecs: Array<Vector3!>): Unit
        open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
        @NonNull open fun project(@NonNull v: Vector3): Vector3
        @NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun project(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
        @NonNull open fun rotateX(angle: Double): Vector3
        @NonNull open fun rotateY(angle: Double): Vector3
        @NonNull open fun rotateZ(angle: Double): Vector3
        @NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
        @NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
        open fun setAll(x: Double, y: Double, z: Double): Vector3!
        @NonNull open fun setAll(@NonNull other: Vector3): Vector3
        @NonNull open fun setAll(@NonNull axis: Vector3.Axis): Vector3
        @NonNull open fun subtract(@NonNull v: Vector3): Vector3
        @NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun subtract(value: Double): Vector3
        @NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun toArray(array: DoubleArray!): DoubleArray
        @NonNull open fun toArray(): DoubleArray
        @NonNull open fun toString(): String
        var x: Double
        @NonNull static val X: Vector3
        var y: Double
        @NonNull static val Y: Vector3
        var z: Double
        @NonNull static val Z: Vector3
        @NonNull static val ZERO: Vector3
      open class VertexAnimationFrame : IAnimationFrame
        Module Contents VertexAnimationFrame()
        open fun calculateNormals(indices: IntArray!): FloatArray!
        open fun getGeometry(): Geometry3D!
        open fun getName(): String!
        protected var mGeometry: Geometry3D!
        protected var mName: String!
        protected var mVertices: FloatArray!
        open fun setGeometry(geometry: Geometry3D!): Unit
        open fun setName(name: String!): Unit
      open class VertexAnimationFrame : IAnimationFrame
        Module Contents VertexAnimationFrame()
        open fun calculateNormals(indices: IntArray!): FloatArray!
        open fun getGeometry(): Geometry3D!
        open fun getName(): String!
        protected var mGeometry: Geometry3D!
        protected var mName: String!
        protected var mVertices: FloatArray!
        open fun setGeometry(geometry: Geometry3D!): Unit
        open fun setName(name: String!): Unit
      open class VertexAnimationMaterialPlugin : IMaterialPlugin
        Module Contents VertexAnimationMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setInterpolation(interpolation: Double): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
        class VertexAnimationShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_NEXT_FRAME_NORMAL
          A_NEXT_FRAME_POSITION
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_INTERPOLATION
      open class VertexAnimationMaterialPlugin : IMaterialPlugin
        Module Contents VertexAnimationMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setInterpolation(interpolation: Double): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
        class VertexAnimationShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_NEXT_FRAME_NORMAL
          A_NEXT_FRAME_POSITION
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_INTERPOLATION
      open class VertexAnimationObject3D : AAnimationObject3D
        Module Contents VertexAnimationObject3D()
        open fun clone(copyMaterial: Boolean): VertexAnimationObject3D!
        open fun clone(): VertexAnimationObject3D!
        open fun reload(): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setShaderParams(camera: Camera!): Unit
      open class VertexAnimationObject3D : AAnimationObject3D
        Module Contents VertexAnimationObject3D()
        open fun clone(copyMaterial: Boolean): VertexAnimationObject3D!
        open fun clone(): VertexAnimationObject3D!
        open fun reload(): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setShaderParams(camera: Camera!): Unit
      open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents VertexAnimationVertexShaderFragment()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setInterpolation(interpolation: Double): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents VertexAnimationVertexShaderFragment()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setInterpolation(interpolation: Double): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class VertexShader : AShader
        Module Contents VertexShader()
        VertexShader(resourceId: Int)
        VertexShader(shaderString: String!)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColor(): Int
        open fun hasCubeMaps(value: Boolean): Unit
        open fun hasSkyTexture(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray!): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: FloatArray!): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setModelMatrix(modelMatrix: Matrix4!): Unit
        open fun setModelViewMatrix(modelViewMatrix: FloatArray!): Unit
        open fun setMVPMatrix(mvpMatrix: FloatArray!): Unit
        open fun setNormalMatrix(normalMatrix: FloatArray!): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun useVertexColors(value: Boolean): Unit
      open class VertexShader : AShader
        Module Contents VertexShader()
        VertexShader(resourceId: Int)
        VertexShader(shaderString: String!)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColor(): Int
        open fun hasCubeMaps(value: Boolean): Unit
        open fun hasSkyTexture(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray!): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: FloatArray!): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setModelMatrix(modelMatrix: Matrix4!): Unit
        open fun setModelViewMatrix(modelViewMatrix: FloatArray!): Unit
        open fun setMVPMatrix(mvpMatrix: FloatArray!): Unit
        open fun setNormalMatrix(normalMatrix: FloatArray!): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun useVertexColors(value: Boolean): Unit
      open class VerticalGradientMaterialPlugin : IMaterialPlugin
        Module Contents VerticalGradientMaterialPlugin()
        VerticalGradientMaterialPlugin(color: Int)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class VerticalGradientMaterialPlugin : IMaterialPlugin
        Module Contents VerticalGradientMaterialPlugin()
        VerticalGradientMaterialPlugin(color: Int)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class VignettePass : EffectPass
        Module Contents VignettePass(opacity: Float, radius: Float, softness: Float, screenWidth: Int, screenHeight: Int)
        protected var mRadius: Float
        protected var mResolution: FloatArray!
        protected var mSoftness: Float
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setSoftness(softness: Float): Unit
      open class VignettePass : EffectPass
        Module Contents VignettePass(opacity: Float, radius: Float, softness: Float, screenWidth: Int, screenHeight: Int)
        protected var mRadius: Float
        protected var mResolution: FloatArray!
        protected var mSoftness: Float
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setSoftness(softness: Float): Unit
      open class VRActivity : CardboardActivity
        Module Contents VRActivity()
        open fun getSurfaceView(): CardboardView!
        open fun onCreate(savedInstanceState: Bundle!): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun setRenderer(renderer: VRRenderer!): Unit
      abstract class VRRenderer : Renderer, StereoRenderer
        Module Contents VRRenderer(context: Context!)
        open fun isLookingAtObject(target: Object3D!): Boolean
        open fun isLookingAtObject(target: Object3D!, maxAngle: Float): Boolean
        protected var mCameraPosition: Vector3!
        protected var mCurrentEyeMatrix: Matrix4!
        protected var mCurrentEyeOrientation: Quaternion!
        protected var mHeadViewMatrix: Matrix4!
        protected var mHeadViewQuaternion: Quaternion!
        open fun onDrawEye(eye: Eye!): Unit
        open fun onFinishFrame(viewport: Viewport!): Unit
        open fun onNewFrame(headTransform: HeadTransform!): Unit
        open fun onRendererShutdown(): Unit
        open fun onSurfaceChanged(width: Int, height: Int): Unit
        open fun onSurfaceCreated(eglConfig: EGLConfig!): Unit
      open class VRSurfaceView : CardboardView, ISurface
        Module Contents VRSurfaceView(context: Context!)
        VRSurfaceView(context: Context!, attrs: AttributeSet!)
        open fun getRenderMode(): Int
        protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
        protected var mBitsAlpha: Int
        protected var mBitsBlue: Int
        protected var mBitsDepth: Int
        protected var mBitsGreen: Int
        protected var mBitsRed: Int
        protected var mFrameRate: Double
        protected var mIsTransparent: Boolean
        protected var mMultiSampleCount: Int
        protected var mRendererDelegate: RendererDelegate!
        protected var mRenderMode: Int
        protected open fun onAttachedToWindow(): Unit
        open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun onVisibilityChanged(changedView: View!, visibility: Int): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer!): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
      abstract class Wallpaper : WallpaperService
        Module Contents Wallpaper()
        protected open class WallpaperEngine : Engine
          Module Contents WallpaperEngine(context: Context!, renderer: ISurfaceRenderer!)
          WallpaperEngine(context: Context!, renderer: ISurfaceRenderer!, antiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!)
          open fun enableDefaultXOffsetInPreview(): Boolean
          protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
          protected var mContext: Context!
          protected var mDefaultPreviewOffsetX: Float
          protected var mRenderer: ISurfaceRenderer!
          protected var mSurfaceView: WallpaperSurfaceView!
          open fun onCreate(holder: SurfaceHolder!): Unit
          open fun onDestroy(): Unit
          open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
          open fun onSurfaceDestroyed(holder: SurfaceHolder!): Unit
          open fun onTouchEvent(event: MotionEvent!): Unit
          open fun onVisibilityChanged(visible: Boolean): Unit
          open fun setOffsetNotificationsEnabled(enabled: Boolean): Unit
      abstract class Wallpaper : WallpaperService
        Module Contents Wallpaper()
        protected open class WallpaperEngine : Engine
          Module Contents WallpaperEngine(context: Context!, renderer: ISurfaceRenderer!)
          WallpaperEngine(context: Context!, renderer: ISurfaceRenderer!, antiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!)
          open fun enableDefaultXOffsetInPreview(): Boolean
          protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
          protected var mContext: Context!
          protected var mDefaultPreviewOffsetX: Float
          protected var mRenderer: ISurfaceRenderer!
          protected var mSurfaceView: WallpaperSurfaceView!
          open fun onCreate(holder: SurfaceHolder!): Unit
          open fun onDestroy(): Unit
          open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
          open fun onSurfaceDestroyed(holder: SurfaceHolder!): Unit
          open fun onTouchEvent(event: MotionEvent!): Unit
          open fun onVisibilityChanged(visible: Boolean): Unit
          open fun setOffsetNotificationsEnabled(enabled: Boolean): Unit
      abstract class WatchFaceService : Gles2WatchFaceService
        Module Contents WatchFaceService()
        protected abstract fun getWatchEngine(): Engine!
        fun onCreateEngine(): Engine!
        protected abstract class WatchEngine : Engine
          Module Contents protected WatchEngine()
          protected abstract fun getRenderer(): WatchRenderer!
          protected abstract fun getWatchFaceStyle(): WatchFaceStyle!
          open fun onCreate(surfaceHolder: SurfaceHolder!): Unit
          open fun onDestroy(): Unit
          open fun onDraw(): Unit
          open fun onGlContextCreated(): Unit
          open fun onGlSurfaceCreated(width: Int, height: Int): Unit
          open fun onVisibilityChanged(visible: Boolean): Unit
      abstract class WatchRenderer : Renderer
        Module Contents WatchRenderer(context: Context!)
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        open fun onTouchEvent(event: MotionEvent!): Unit
      abstract class WearActivity : WearableActivity
        Module Contents WearActivity()
        protected abstract fun createEglConfigChooser(): RajawaliEGLConfigChooser!
        protected open fun getAntiAliasingConfig(): ISurface.ANTI_ALIASING_CONFIG!
        protected open fun getRenderer(): ISurfaceRenderer!
        protected open fun getTargetGLVersion(): Int
        protected open fun onCreate(savedInstanceState: Bundle!): Unit
        open fun onEnterAmbient(ambientDetails: Bundle!): Unit
        open fun onExitAmbient(): Unit
        open fun onUpdateAmbient(): Unit
        protected var renderer: ISurfaceRenderer!
        protected open fun setRenderer(renderer: ISurfaceRenderer!): Unit
        protected abstract fun updateDisplayAmbient(): Unit
        protected abstract fun updateDisplayNormal(): Unit
      open class WorkaroundScreenQuad : Object3D
        Module Contents WorkaroundScreenQuad()
        WorkaroundScreenQuad(createVBOs: Boolean)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setEffectPass(effectPass: EffectPass!): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
      open class WorkaroundScreenQuad : Object3D
        Module Contents WorkaroundScreenQuad()
        WorkaroundScreenQuad(createVBOs: Boolean)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setEffectPass(effectPass: EffectPass!): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
      class WorldParameters
        Module Contents WorldParameters()
        static val FORWARD_AXIS: Vector3!
        static val NEG_FORWARD_AXIS: Vector3!
        static val NEG_RIGHT_AXIS: Vector3!
        static val NEG_UP_AXIS: Vector3!
        static val RIGHT_AXIS: Vector3!
        static fun setWorldAxes(right: Vector3!, up: Vector3!, forward: Vector3!): Unit
        static val UP_AXIS: Vector3!
      class WorldParameters
        Module Contents WorldParameters()
        static val FORWARD_AXIS: Vector3!
        static val NEG_FORWARD_AXIS: Vector3!
        static val NEG_RIGHT_AXIS: Vector3!
        static val NEG_UP_AXIS: Vector3!
        static val RIGHT_AXIS: Vector3!
        static fun setWorldAxes(right: Vector3!, up: Vector3!, forward: Vector3!): Unit
        static val UP_AXIS: Vector3!
    package org.rajawali3d
      Module Contents abstract class ATransformable3D : IGraphNodeMember
        Module Contents ATransformable3D()
        open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
        open fun disableLookAt(): Unit
        open fun enableLookAt(): Unit
        open fun getGraphNode(): IGraphNode!
        open fun getLookAt(): Vector3!
        open fun getModelMatrix(): Matrix4!
        open fun getOrientation(quat: Quaternion!): Quaternion!
        open fun getOrientation(): Quaternion!
        open fun getPosition(): Vector3!
        open fun getRotX(): Double
        open fun getRotY(): Double
        open fun getRotZ(): Double
        open fun getScale(): Vector3!
        open fun getScaleX(): Double
        open fun getScaleY(): Double
        open fun getScaleZ(): Double
        open fun getScenePosition(): Vector3!
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getX(): Double
        open fun getY(): Double
        open fun getZ(): Double
        open fun isInGraph(): Boolean
        open fun isLookAtEnabled(): Boolean
        open fun isLookAtValid(): Boolean
        open fun isZeroScale(): Boolean
        protected open fun markModelMatrixDirty(): Unit
        protected var mGraphNode: IGraphNode!
        protected var mInsideGraph: Boolean
        protected var mIsCamera: Boolean
        protected var mIsModelMatrixDirty: Boolean
        protected var mLookAt: Vector3!
        protected var mLookAtEnabled: Boolean
        protected var mLookAtValid: Boolean
        protected val mMMatrix: Matrix4!
        protected val mOrientation: Quaternion!
        open fun moveForward(units: Double): Unit
        open fun moveRight(units: Double): Unit
        open fun moveUp(units: Double): Unit
        protected val mPosition: Vector3!
        protected val mScale: Vector3!
        protected val mTempVec: Vector3!
        protected val mTmpOrientation: Quaternion!
        protected val mUpAxis: Vector3!
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
        open fun resetToLookAt(): ATransformable3D!
        open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
        open fun resetUpAxis(): ATransformable3D!
        open fun rotate(quat: Quaternion!): ATransformable3D!
        open fun rotate(axis: Vector3!, angle: Double): ATransformable3D!
        open fun rotate(axis: Vector3.Axis!, angle: Double): ATransformable3D!
        open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
        open fun rotate(matrix: Matrix4!): ATransformable3D!
        open fun rotateAround(axis: Vector3!, angle: Double): Unit
        open fun rotateAround(axis: Vector3!, angle: Double, append: Boolean): Unit
        open fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
        open fun setLookAt(lookAt: Vector3!): ATransformable3D!
        open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D!
        open fun setOrientation(quat: Quaternion!): ATransformable3D!
        open fun setPosition(position: Vector3!): Unit
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setRotation(quat: Quaternion!): ATransformable3D!
        open fun setRotation(axis: Vector3!, angle: Double): ATransformable3D!
        open fun setRotation(axis: Vector3.Axis!, angle: Double): ATransformable3D!
        open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
        open fun setRotation(matrix: Matrix4!): ATransformable3D!
        open fun setRotation(rotation: Vector3!): ATransformable3D!
        open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D!
        open fun setRotX(rotX: Double): ATransformable3D!
        open fun setRotY(rotY: Double): ATransformable3D!
        open fun setRotZ(rotZ: Double): ATransformable3D!
        open fun setScale(scale: Vector3!): ATransformable3D!
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
        open fun setScale(scale: Double): ATransformable3D!
        open fun setScaleX(scale: Double): ATransformable3D!
        open fun setScaleY(scale: Double): ATransformable3D!
        open fun setScaleZ(scale: Double): ATransformable3D!
        open fun setUpAxis(upAxis: Vector3!): ATransformable3D!
        open fun setUpAxis(upAxis: Vector3.Axis!): ATransformable3D!
        open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D!
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
        open fun setZ(z: Double): Unit
      abstract class ATransformable3D : IGraphNodeMember
        Module Contents ATransformable3D()
        open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
        open fun disableLookAt(): Unit
        open fun enableLookAt(): Unit
        open fun getGraphNode(): IGraphNode!
        open fun getLookAt(): Vector3!
        open fun getModelMatrix(): Matrix4!
        open fun getOrientation(quat: Quaternion!): Quaternion!
        open fun getOrientation(): Quaternion!
        open fun getPosition(): Vector3!
        open fun getRotX(): Double
        open fun getRotY(): Double
        open fun getRotZ(): Double
        open fun getScale(): Vector3!
        open fun getScaleX(): Double
        open fun getScaleY(): Double
        open fun getScaleZ(): Double
        open fun getScenePosition(): Vector3!
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getX(): Double
        open fun getY(): Double
        open fun getZ(): Double
        open fun isInGraph(): Boolean
        open fun isLookAtEnabled(): Boolean
        open fun isLookAtValid(): Boolean
        open fun isZeroScale(): Boolean
        protected open fun markModelMatrixDirty(): Unit
        protected var mGraphNode: IGraphNode!
        protected var mInsideGraph: Boolean
        protected var mIsCamera: Boolean
        protected var mIsModelMatrixDirty: Boolean
        protected var mLookAt: Vector3!
        protected var mLookAtEnabled: Boolean
        protected var mLookAtValid: Boolean
        protected val mMMatrix: Matrix4!
        protected val mOrientation: Quaternion!
        open fun moveForward(units: Double): Unit
        open fun moveRight(units: Double): Unit
        open fun moveUp(units: Double): Unit
        protected val mPosition: Vector3!
        protected val mScale: Vector3!
        protected val mTempVec: Vector3!
        protected val mTmpOrientation: Quaternion!
        protected val mUpAxis: Vector3!
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
        open fun resetToLookAt(): ATransformable3D!
        open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
        open fun resetUpAxis(): ATransformable3D!
        open fun rotate(quat: Quaternion!): ATransformable3D!
        open fun rotate(axis: Vector3!, angle: Double): ATransformable3D!
        open fun rotate(axis: Vector3.Axis!, angle: Double): ATransformable3D!
        open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
        open fun rotate(matrix: Matrix4!): ATransformable3D!
        open fun rotateAround(axis: Vector3!, angle: Double): Unit
        open fun rotateAround(axis: Vector3!, angle: Double, append: Boolean): Unit
        open fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
        open fun setLookAt(lookAt: Vector3!): ATransformable3D!
        open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D!
        open fun setOrientation(quat: Quaternion!): ATransformable3D!
        open fun setPosition(position: Vector3!): Unit
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setRotation(quat: Quaternion!): ATransformable3D!
        open fun setRotation(axis: Vector3!, angle: Double): ATransformable3D!
        open fun setRotation(axis: Vector3.Axis!, angle: Double): ATransformable3D!
        open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
        open fun setRotation(matrix: Matrix4!): ATransformable3D!
        open fun setRotation(rotation: Vector3!): ATransformable3D!
        open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D!
        open fun setRotX(rotX: Double): ATransformable3D!
        open fun setRotY(rotY: Double): ATransformable3D!
        open fun setRotZ(rotZ: Double): ATransformable3D!
        open fun setScale(scale: Vector3!): ATransformable3D!
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
        open fun setScale(scale: Double): ATransformable3D!
        open fun setScaleX(scale: Double): ATransformable3D!
        open fun setScaleY(scale: Double): ATransformable3D!
        open fun setScaleZ(scale: Double): ATransformable3D!
        open fun setUpAxis(upAxis: Vector3!): ATransformable3D!
        open fun setUpAxis(upAxis: Vector3.Axis!): ATransformable3D!
        open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D!
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
        open fun setZ(z: Double): Unit
      open class BufferInfo
        Module Contents BufferInfo()
        BufferInfo(bufferType: Geometry3D.BufferType!, buffer: Buffer!)
        var buffer: Buffer!
        var bufferHandle: Int
        var bufferType: Geometry3D.BufferType!
        var byteSize: Int
        var offset: Int
        var rajawaliHandle: Int
        var stride: Int
        var target: Int
        open fun toString(): String
        var type: Int
        var usage: Int
      open class BufferInfo
        Module Contents BufferInfo()
        BufferInfo(bufferType: Geometry3D.BufferType!, buffer: Buffer!)
        var buffer: Buffer!
        var bufferHandle: Int
        var bufferType: Geometry3D.BufferType!
        var byteSize: Int
        var offset: Int
        var rajawaliHandle: Int
        var stride: Int
        var target: Int
        open fun toString(): String
        var type: Int
        var usage: Int
      class BuildConfig
        Module Contents BuildConfig()
        static val BUILD_TYPE: String
        static val DEBUG: Boolean
        static val LIBRARY_PACKAGE_NAME: String
        static val VERSION_NAME: String
      class BuildConfig
        Module Contents BuildConfig()
        static val BUILD_TYPE: String
        static val DEBUG: Boolean
        static val LIBRARY_PACKAGE_NAME: String
        static val VERSION_NAME: String
      open class Geometry3D
        Module Contents Geometry3D()
        open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Int
        open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Int
        open fun addFromGeometry3D(offset: Vector3!, geometry: Geometry3D!, createVBOs: Boolean): Unit
        class BufferType
          Module Contents BYTE_BUFFER
          FLOAT_BUFFER
          INT_BUFFER
          SHORT_BUFFER
        static val BYTE_SIZE_BYTES: Int
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferUsage(bufferInfo: BufferInfo!, usage: Int): Unit
        static val COLOR_BUFFER_KEY: Int
        open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
        open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
        open fun copyFromGeometry3D(geom: Geometry3D!): Unit
        open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo!): Unit
        open fun createBuffers(): Unit
        open fun createVertexAndNormalBuffersOnly(): Unit
        open fun destroy(): Unit
        static val FLOAT_SIZE_BYTES: Int
        open fun getBoundingBox(): BoundingBox!
        open fun getBoundingSphere(): BoundingSphere!
        open fun getColorBufferInfo(): BufferInfo!
        open fun getColors(): FloatBuffer!
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
        open fun getIndexBufferInfo(): BufferInfo!
        open fun getIndices(): IntBuffer!
        open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
        open fun getNormalBufferInfo(): BufferInfo!
        open fun getNormals(): FloatBuffer!
        open fun getNumIndices(): Int
        open fun getNumTriangles(): Int
        open fun getNumVertices(): Int
        open fun getTexCoordBufferInfo(): BufferInfo!
        open fun getTextureCoords(): FloatBuffer!
        open fun getVertexBufferInfo(): BufferInfo!
        open fun getVertices(): FloatBuffer!
        open fun hasBoundingBox(): Boolean
        open fun hasBoundingSphere(): Boolean
        open fun hasNormals(): Boolean
        open fun hasTextureCoordinates(): Boolean
        static val INDEX_BUFFER_KEY: Int
        static val INT_SIZE_BYTES: Int
        open fun isValid(): Boolean
        protected var mBoundingBox: BoundingBox!
        protected var mBoundingSphere: BoundingSphere!
        protected val mBuffers: ArrayList<BufferInfo!>!
        protected var mHasNormals: Boolean
        protected var mHasTextureCoordinates: Boolean
        protected var mHaveCreatedBuffers: Boolean
        protected var mNumIndices: Int
        protected var mNumVertices: Int
        protected var mOriginalGeometry: Geometry3D!
        static val NORMAL_BUFFER_KEY: Int
        open fun reload(): Unit
        open fun setBuffersCreated(created: Boolean): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
        open fun setColorBufferInfo(colorBufferInfo: BufferInfo!): Unit
        open fun setColors(color: Int): Unit
        open fun setColors(colors: FloatArray!): Unit
        open fun setColors(colors: FloatArray!, override: Boolean): Unit
        open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setIndexBufferInfo(indexBufferInfo: BufferInfo!): Unit
        open fun setIndices(indices: IntArray!): Unit
        open fun setIndices(indices: IntArray!, override: Boolean): Unit
        open fun setNormalBufferInfo(normalBufferInfo: BufferInfo!): Unit
        open fun setNormals(normals: FloatArray!): Unit
        open fun setNormals(normals: FloatArray!, override: Boolean): Unit
        open fun setNormals(normals: FloatBuffer!): Unit
        open fun setNumVertices(numVertices: Int): Unit
        open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo!): Unit
        open fun setTextureCoords(textureCoords: FloatArray!): Unit
        open fun setTextureCoords(textureCoords: FloatArray!, override: Boolean): Unit
        open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo!): Unit
        open fun setVertices(vertices: FloatArray!): Unit
        open fun setVertices(vertices: FloatArray!, override: Boolean): Unit
        open fun setVertices(vertices: FloatBuffer!): Unit
        static val SHORT_SIZE_BYTES: Int
        static val TEXTURE_BUFFER_KEY: Int
        open fun toString(): String
        open fun validateBuffers(): Unit
        static val VERTEX_BUFFER_KEY: Int
      open class Geometry3D
        Module Contents Geometry3D()
        open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Int
        open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Int
        open fun addFromGeometry3D(offset: Vector3!, geometry: Geometry3D!, createVBOs: Boolean): Unit
        class BufferType
          Module Contents BYTE_BUFFER
          FLOAT_BUFFER
          INT_BUFFER
          SHORT_BUFFER
        static val BYTE_SIZE_BYTES: Int
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferUsage(bufferInfo: BufferInfo!, usage: Int): Unit
        static val COLOR_BUFFER_KEY: Int
        open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
        open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
        open fun copyFromGeometry3D(geom: Geometry3D!): Unit
        open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo!): Unit
        open fun createBuffers(): Unit
        open fun createVertexAndNormalBuffersOnly(): Unit
        open fun destroy(): Unit
        static val FLOAT_SIZE_BYTES: Int
        open fun getBoundingBox(): BoundingBox!
        open fun getBoundingSphere(): BoundingSphere!
        open fun getColorBufferInfo(): BufferInfo!
        open fun getColors(): FloatBuffer!
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
        open fun getIndexBufferInfo(): BufferInfo!
        open fun getIndices(): IntBuffer!
        open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
        open fun getNormalBufferInfo(): BufferInfo!
        open fun getNormals(): FloatBuffer!
        open fun getNumIndices(): Int
        open fun getNumTriangles(): Int
        open fun getNumVertices(): Int
        open fun getTexCoordBufferInfo(): BufferInfo!
        open fun getTextureCoords(): FloatBuffer!
        open fun getVertexBufferInfo(): BufferInfo!
        open fun getVertices(): FloatBuffer!
        open fun hasBoundingBox(): Boolean
        open fun hasBoundingSphere(): Boolean
        open fun hasNormals(): Boolean
        open fun hasTextureCoordinates(): Boolean
        static val INDEX_BUFFER_KEY: Int
        static val INT_SIZE_BYTES: Int
        open fun isValid(): Boolean
        protected var mBoundingBox: BoundingBox!
        protected var mBoundingSphere: BoundingSphere!
        protected val mBuffers: ArrayList<BufferInfo!>!
        protected var mHasNormals: Boolean
        protected var mHasTextureCoordinates: Boolean
        protected var mHaveCreatedBuffers: Boolean
        protected var mNumIndices: Int
        protected var mNumVertices: Int
        protected var mOriginalGeometry: Geometry3D!
        static val NORMAL_BUFFER_KEY: Int
        open fun reload(): Unit
        open fun setBuffersCreated(created: Boolean): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
        open fun setColorBufferInfo(colorBufferInfo: BufferInfo!): Unit
        open fun setColors(color: Int): Unit
        open fun setColors(colors: FloatArray!): Unit
        open fun setColors(colors: FloatArray!, override: Boolean): Unit
        open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setIndexBufferInfo(indexBufferInfo: BufferInfo!): Unit
        open fun setIndices(indices: IntArray!): Unit
        open fun setIndices(indices: IntArray!, override: Boolean): Unit
        open fun setNormalBufferInfo(normalBufferInfo: BufferInfo!): Unit
        open fun setNormals(normals: FloatArray!): Unit
        open fun setNormals(normals: FloatArray!, override: Boolean): Unit
        open fun setNormals(normals: FloatBuffer!): Unit
        open fun setNumVertices(numVertices: Int): Unit
        open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo!): Unit
        open fun setTextureCoords(textureCoords: FloatArray!): Unit
        open fun setTextureCoords(textureCoords: FloatArray!, override: Boolean): Unit
        open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo!): Unit
        open fun setVertices(vertices: FloatArray!): Unit
        open fun setVertices(vertices: FloatArray!, override: Boolean): Unit
        open fun setVertices(vertices: FloatBuffer!): Unit
        static val SHORT_SIZE_BYTES: Int
        static val TEXTURE_BUFFER_KEY: Int
        open fun toString(): String
        open fun validateBuffers(): Unit
        static val VERTEX_BUFFER_KEY: Int
      open class Object3D : ATransformable3D, Comparable<Object3D!>, INode
        Module Contents Object3D()
        Object3D(name: String!)
        open fun accept(visitor: INodeVisitor!): Unit
        open fun addChild(child: Object3D!): Unit
        static val ALPHA: Int
        static val BLUE: Int
        protected open fun checkGlError(op: String!): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D!
        open fun clone(copyMaterial: Boolean): Object3D!
        open fun clone(): Object3D!
        protected open fun cloneTo(clone: Object3D!, copyMaterial: Boolean): Unit
        open fun compareTo(other: Object3D!): Int
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox!
        open fun getChildAt(index: Int): Object3D!
        open fun getChildByName(name: String!): Object3D!
        open fun getDrawingMode(): Int
        open fun getGeometry(): Geometry3D!
        open fun getInverseViewMatrix(): Matrix4!
        open fun getMaterial(): Material!
        open fun getModelViewMatrix(): Matrix4!
        open fun getModelViewProjectionMatrix(): Matrix4!
        open fun getName(): String!
        open fun getNumChildren(): Int
        open fun getNumObjects(): Int
        open fun getNumTriangles(): Int
        open fun getParent(): Object3D!
        open fun getRenderChildrenAsBatch(): Boolean
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getWorldPosition(): Vector3!
        static val GREEN: Int
        open fun hasBoundingVolume(): Boolean
        open fun isBackSided(): Boolean
        open fun isBlendingEnabled(): Boolean
        open fun isContainer(isContainer: Boolean): Unit
        open fun isContainer(): Boolean
        open fun isDepthMaskEnabled(): Boolean
        open fun isDepthTestEnabled(): Boolean
        open fun isDestroyed(): Boolean
        open fun isDoubleSided(): Boolean
        open fun isForcedDepth(): Boolean
        open fun isInFrustum(): Boolean
        open fun isPartOfBatch(): Boolean
        open fun isPickingEnabled(): Boolean
        open fun isTransparent(): Boolean
        open fun isVisible(): Boolean
        protected var mBackSided: Boolean
        protected var mBlendFuncDFactor: Int
        protected var mBlendFuncSFactor: Int
        protected var mChildren: MutableList<Object3D!>!
        protected var mColor: FloatArray!
        protected var mDoubleSided: Boolean
        protected var mDrawingMode: Int
        protected var mElementsBufferType: Int
        protected var mEnableBlending: Boolean
        protected var mEnableDepthMask: Boolean
        protected var mEnableDepthTest: Boolean
        protected var mForcedDepth: Boolean
        protected var mFrustumTest: Boolean
        protected var mGeometry: Geometry3D!
        protected var mHasCubemapTexture: Boolean
        protected val mInverseViewMatrix: Matrix4!
        protected var mIsContainerOnly: Boolean
        protected var mIsDestroyed: Boolean
        protected var mIsInFrustum: Boolean
        protected var mIsPartOfBatch: Boolean
        protected var mIsVisible: Boolean
        protected var mManageMaterial: Boolean
        protected var mMaterial: Material!
        protected val mMVMatrix: Matrix4!
        protected val mMVPMatrix: Matrix4!
        protected var mName: String!
        protected var mOriginalTextureCoords: FloatBuffer!
        protected var mOverrideMaterialColor: Boolean
        protected var mParent: Object3D!
        protected var mParentMatrix: Matrix4!
        protected var mPickingColor: FloatArray!
        protected var mPickingIndex: Int
        protected var mPMatrix: Matrix4!
        protected var mRenderChildrenAsBatch: Boolean
        protected val mRotationMatrix: Matrix4!
        protected var mShowBoundingVolume: Boolean
        protected var mTransparent: Boolean
        protected open fun preRender(): Unit
        static val RED: Int
        open fun reload(): Unit
        open fun removeChild(child: Object3D!): Boolean
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun renderColorPicking(camera: Camera!, pickingMaterial: Material!): Unit
        open fun setAlpha(alpha: Int): Unit
        open fun setAlpha(alpha: Float): Unit
        open fun setAtlasTile(tileName: String!, atlas: TextureAtlas!): Unit
        open fun setBackSided(backSided: Boolean): Unit
        open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
        open fun setBlendingEnabled(value: Boolean): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3!): Unit
        open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setDepthMaskEnabled(value: Boolean): Unit
        open fun setDepthTestEnabled(value: Boolean): Unit
        open fun setDoubleSided(doubleSided: Boolean): Unit
        open fun setDrawingMode(drawingMode: Int): Unit
        open fun setForcedDepth(forcedDepth: Boolean): Unit
        open fun setFrustumTest(value: Boolean): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setName(name: String!): Unit
        open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
        open fun setPickingColor(colorIndex: Int): Unit
        open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
        open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
        open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
        open fun setTransparent(value: Boolean): Unit
        open fun setVisible(visible: Boolean): Unit
        static val UNPICKABLE: Int
      open class Object3D : ATransformable3D, Comparable<Object3D!>, INode
        Module Contents Object3D()
        Object3D(name: String!)
        open fun accept(visitor: INodeVisitor!): Unit
        open fun addChild(child: Object3D!): Unit
        static val ALPHA: Int
        static val BLUE: Int
        protected open fun checkGlError(op: String!): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D!
        open fun clone(copyMaterial: Boolean): Object3D!
        open fun clone(): Object3D!
        protected open fun cloneTo(clone: Object3D!, copyMaterial: Boolean): Unit
        open fun compareTo(other: Object3D!): Int
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox!
        open fun getChildAt(index: Int): Object3D!
        open fun getChildByName(name: String!): Object3D!
        open fun getDrawingMode(): Int
        open fun getGeometry(): Geometry3D!
        open fun getInverseViewMatrix(): Matrix4!
        open fun getMaterial(): Material!
        open fun getModelViewMatrix(): Matrix4!
        open fun getModelViewProjectionMatrix(): Matrix4!
        open fun getName(): String!
        open fun getNumChildren(): Int
        open fun getNumObjects(): Int
        open fun getNumTriangles(): Int
        open fun getParent(): Object3D!
        open fun getRenderChildrenAsBatch(): Boolean
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getWorldPosition(): Vector3!
        static val GREEN: Int
        open fun hasBoundingVolume(): Boolean
        open fun isBackSided(): Boolean
        open fun isBlendingEnabled(): Boolean
        open fun isContainer(isContainer: Boolean): Unit
        open fun isContainer(): Boolean
        open fun isDepthMaskEnabled(): Boolean
        open fun isDepthTestEnabled(): Boolean
        open fun isDestroyed(): Boolean
        open fun isDoubleSided(): Boolean
        open fun isForcedDepth(): Boolean
        open fun isInFrustum(): Boolean
        open fun isPartOfBatch(): Boolean
        open fun isPickingEnabled(): Boolean
        open fun isTransparent(): Boolean
        open fun isVisible(): Boolean
        protected var mBackSided: Boolean
        protected var mBlendFuncDFactor: Int
        protected var mBlendFuncSFactor: Int
        protected var mChildren: MutableList<Object3D!>!
        protected var mColor: FloatArray!
        protected var mDoubleSided: Boolean
        protected var mDrawingMode: Int
        protected var mElementsBufferType: Int
        protected var mEnableBlending: Boolean
        protected var mEnableDepthMask: Boolean
        protected var mEnableDepthTest: Boolean
        protected var mForcedDepth: Boolean
        protected var mFrustumTest: Boolean
        protected var mGeometry: Geometry3D!
        protected var mHasCubemapTexture: Boolean
        protected val mInverseViewMatrix: Matrix4!
        protected var mIsContainerOnly: Boolean
        protected var mIsDestroyed: Boolean
        protected var mIsInFrustum: Boolean
        protected var mIsPartOfBatch: Boolean
        protected var mIsVisible: Boolean
        protected var mManageMaterial: Boolean
        protected var mMaterial: Material!
        protected val mMVMatrix: Matrix4!
        protected val mMVPMatrix: Matrix4!
        protected var mName: String!
        protected var mOriginalTextureCoords: FloatBuffer!
        protected var mOverrideMaterialColor: Boolean
        protected var mParent: Object3D!
        protected var mParentMatrix: Matrix4!
        protected var mPickingColor: FloatArray!
        protected var mPickingIndex: Int
        protected var mPMatrix: Matrix4!
        protected var mRenderChildrenAsBatch: Boolean
        protected val mRotationMatrix: Matrix4!
        protected var mShowBoundingVolume: Boolean
        protected var mTransparent: Boolean
        protected open fun preRender(): Unit
        static val RED: Int
        open fun reload(): Unit
        open fun removeChild(child: Object3D!): Boolean
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun renderColorPicking(camera: Camera!, pickingMaterial: Material!): Unit
        open fun setAlpha(alpha: Int): Unit
        open fun setAlpha(alpha: Float): Unit
        open fun setAtlasTile(tileName: String!, atlas: TextureAtlas!): Unit
        open fun setBackSided(backSided: Boolean): Unit
        open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
        open fun setBlendingEnabled(value: Boolean): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3!): Unit
        open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setDepthMaskEnabled(value: Boolean): Unit
        open fun setDepthTestEnabled(value: Boolean): Unit
        open fun setDoubleSided(doubleSided: Boolean): Unit
        open fun setDrawingMode(drawingMode: Int): Unit
        open fun setForcedDepth(forcedDepth: Boolean): Unit
        open fun setFrustumTest(value: Boolean): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setName(name: String!): Unit
        open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
        open fun setPickingColor(colorIndex: Int): Unit
        open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
        open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
        open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
        open fun setTransparent(value: Boolean): Unit
        open fun setVisible(visible: Boolean): Unit
        static val UNPICKABLE: Int
      class WorldParameters
        Module Contents WorldParameters()
        static val FORWARD_AXIS: Vector3!
        static val NEG_FORWARD_AXIS: Vector3!
        static val NEG_RIGHT_AXIS: Vector3!
        static val NEG_UP_AXIS: Vector3!
        static val RIGHT_AXIS: Vector3!
        static fun setWorldAxes(right: Vector3!, up: Vector3!, forward: Vector3!): Unit
        static val UP_AXIS: Vector3!
      class WorldParameters
        Module Contents WorldParameters()
        static val FORWARD_AXIS: Vector3!
        static val NEG_FORWARD_AXIS: Vector3!
        static val NEG_RIGHT_AXIS: Vector3!
        static val NEG_UP_AXIS: Vector3!
        static val RIGHT_AXIS: Vector3!
        static fun setWorldAxes(right: Vector3!, up: Vector3!, forward: Vector3!): Unit
        static val UP_AXIS: Vector3!
    package org.rajawali3d.animation
      Module Contents abstract class Animation : Playable
        Module Contents Animation()
        protected abstract fun applyTransformation(): Unit
        class Direction
          Module Contents forwards
          reverse
        protected open fun eventEnd(): Unit
        protected open fun eventRepeat(): Unit
        protected open fun eventStart(): Unit
        protected open fun eventUpdate(interpolatedTime: Double): Unit
        open fun getDelayDelta(): Double
        open fun getDelayMilliseconds(): Long
        open fun getDurationDelta(): Double
        open fun getDurationMilliseconds(): Long
        open fun getInterpolatedTime(): Double
        open fun getInterpolator(): Interpolator!
        open fun getRepeatMode(): Animation.RepeatMode!
        open fun isFirstStart(): Boolean
        protected val mAnimationListeners: MutableList<IAnimationListener!>!
        protected var mDelay: Double
        protected var mDelayCount: Double
        protected var mDuration: Double
        protected var mElapsedTime: Double
        protected var mInterpolatedTime: Double
        protected var mInterpolator: Interpolator!
        protected var mIsReversing: Boolean
        protected var mIsStarted: Boolean
        protected var mNumRepeat: Int
        protected var mRepeatCount: Int
        protected var mRepeatMode: Animation.RepeatMode!
        protected var mStartTime: Double
        open fun play(direction: Animation.Direction!): Unit
        open fun registerListener(animationListener: IAnimationListener!): Boolean
        class RepeatMode
          Module Contents INFINITE
          NONE
          RESTART
          REVERSE
          REVERSE_INFINITE
        open fun reset(): Unit
        open fun setDelayDelta(delay: Double): Unit
        open fun setDelayMilliseconds(delay: Long): Unit
        open fun setDurationDelta(duration: Double): Unit
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setInterpolator(interpolator: Interpolator!): Unit
        open fun setRepeatCount(repeatCount: Int): Unit
        open fun setRepeatMode(repeatMode: Animation.RepeatMode!): Unit
        open fun setStartTime(startTime: Double): Unit
        open fun setStartTime(startTime: Long): Unit
        open fun toggleDirection(): Unit
        open fun unregisterListener(animationListener: IAnimationListener!): Boolean
        open fun update(deltaTime: Double): Unit
      abstract class Animation : Playable
        Module Contents Animation()
        protected abstract fun applyTransformation(): Unit
        class Direction
          Module Contents forwards
          reverse
        protected open fun eventEnd(): Unit
        protected open fun eventRepeat(): Unit
        protected open fun eventStart(): Unit
        protected open fun eventUpdate(interpolatedTime: Double): Unit
        open fun getDelayDelta(): Double
        open fun getDelayMilliseconds(): Long
        open fun getDurationDelta(): Double
        open fun getDurationMilliseconds(): Long
        open fun getInterpolatedTime(): Double
        open fun getInterpolator(): Interpolator!
        open fun getRepeatMode(): Animation.RepeatMode!
        open fun isFirstStart(): Boolean
        protected val mAnimationListeners: MutableList<IAnimationListener!>!
        protected var mDelay: Double
        protected var mDelayCount: Double
        protected var mDuration: Double
        protected var mElapsedTime: Double
        protected var mInterpolatedTime: Double
        protected var mInterpolator: Interpolator!
        protected var mIsReversing: Boolean
        protected var mIsStarted: Boolean
        protected var mNumRepeat: Int
        protected var mRepeatCount: Int
        protected var mRepeatMode: Animation.RepeatMode!
        protected var mStartTime: Double
        open fun play(direction: Animation.Direction!): Unit
        open fun registerListener(animationListener: IAnimationListener!): Boolean
        class RepeatMode
          Module Contents INFINITE
          NONE
          RESTART
          REVERSE
          REVERSE_INFINITE
        open fun reset(): Unit
        open fun setDelayDelta(delay: Double): Unit
        open fun setDelayMilliseconds(delay: Long): Unit
        open fun setDurationDelta(duration: Double): Unit
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setInterpolator(interpolator: Interpolator!): Unit
        open fun setRepeatCount(repeatCount: Int): Unit
        open fun setRepeatMode(repeatMode: Animation.RepeatMode!): Unit
        open fun setStartTime(startTime: Double): Unit
        open fun setStartTime(startTime: Long): Unit
        open fun toggleDirection(): Unit
        open fun unregisterListener(animationListener: IAnimationListener!): Boolean
        open fun update(deltaTime: Double): Unit
      abstract class Animation3D : Animation
        Module Contents Animation3D()
        open fun getTransformable3D(): ATransformable3D!
        protected var mTransformable3D: ATransformable3D!
        open fun play(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      abstract class Animation3D : Animation
        Module Contents Animation3D()
        open fun getTransformable3D(): ATransformable3D!
        protected var mTransformable3D: ATransformable3D!
        open fun play(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class AnimationGroup : Animation
        Module Contents AnimationGroup()
        open fun addAnimation(animation: Animation!): Unit
        protected open fun applyTransformation(): Unit
        protected val mAnimations: MutableList<Animation!>!
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        protected open fun reverseAll(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationGroup : Animation
        Module Contents AnimationGroup()
        open fun addAnimation(animation: Animation!): Unit
        protected open fun applyTransformation(): Unit
        protected val mAnimations: MutableList<Animation!>!
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        protected open fun reverseAll(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationQueue : AnimationGroup
        Module Contents AnimationQueue()
        protected var mCurrentAnimation: Int
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationQueue : AnimationGroup
        Module Contents AnimationQueue()
        protected var mCurrentAnimation: Int
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class CoalesceAnimation3D : Animation3D
        Module Contents CoalesceAnimation3D(rootConfig: CoalesceAnimation3D.CoalesceConfig!)
        open fun addCoalescingGroup(objects: MutableList<CoalesceAnimation3D.CoalesceConfig!>!): Unit
        open fun addCoalescingObject(object: CoalesceAnimation3D.CoalesceConfig!): Unit
        protected open fun applyTransformation(): Unit
        open class CoalesceConfig
          Module Contents CoalesceConfig(spiral: ASpiral3D!, object: ATransformable3D!, coalesceAround: ATransformable3D!, endProximity: Double)
          CoalesceConfig(spiral: ASpiral3D!, object: ATransformable3D!, coalesceAround: Vector3!, endProximity: Double)
          val coalesceAroundObject: ATransformable3D!
          val coalesceAroundPoint: Vector3!
          val endProximity: Double
          val object: ATransformable3D!
          val spiral: ASpiral3D!
      open class CoalesceAnimation3D : Animation3D
        Module Contents CoalesceAnimation3D(rootConfig: CoalesceAnimation3D.CoalesceConfig!)
        open fun addCoalescingGroup(objects: MutableList<CoalesceAnimation3D.CoalesceConfig!>!): Unit
        open fun addCoalescingObject(object: CoalesceAnimation3D.CoalesceConfig!): Unit
        protected open fun applyTransformation(): Unit
        open class CoalesceConfig
          Module Contents CoalesceConfig(spiral: ASpiral3D!, object: ATransformable3D!, coalesceAround: ATransformable3D!, endProximity: Double)
          CoalesceConfig(spiral: ASpiral3D!, object: ATransformable3D!, coalesceAround: Vector3!, endProximity: Double)
          val coalesceAroundObject: ATransformable3D!
          val coalesceAroundPoint: Vector3!
          val endProximity: Double
          val object: ATransformable3D!
          val spiral: ASpiral3D!
      open class ColorAnimation3D : Animation3D
        Module Contents ColorAnimation3D(fromColor: Int, toColor: Int)
        protected open fun applyTransformation(): Unit
        protected val mAddedColor: FloatArray!
        protected val mDiffAlpha: Int
        protected val mDiffColor: FloatArray!
        protected val mFromAlpha: Int
        protected val mFromColor: FloatArray!
        protected var mMultipliedAlpha: Int
        protected val mMultipliedColor: FloatArray!
        protected val mToAlpha: Int
        protected val mToColor: FloatArray!
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class ColorAnimation3D : Animation3D
        Module Contents ColorAnimation3D(fromColor: Int, toColor: Int)
        protected open fun applyTransformation(): Unit
        protected val mAddedColor: FloatArray!
        protected val mDiffAlpha: Int
        protected val mDiffColor: FloatArray!
        protected val mFromAlpha: Int
        protected val mFromColor: FloatArray!
        protected var mMultipliedAlpha: Int
        protected val mMultipliedColor: FloatArray!
        protected val mToAlpha: Int
        protected val mToColor: FloatArray!
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class EllipticalOrbitAnimation3D : Animation3D
        Module Contents EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, axis: Vector3.Axis!, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, axis: Vector3.Axis!, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        protected open fun applyTransformation(): Unit
        protected var mAngle: Double
        protected var mDirection: EllipticalOrbitAnimation3D.OrbitDirection!
        protected var mEccentricity: Double
        protected var mFocalPoint: Vector3!
        protected var mNormal: Vector3!
        protected var mPeriapsis: Vector3!
        protected var mScratch1: Vector3!
        protected var mScratch2: Vector3!
        protected var mScratch3: Vector3!
        class OrbitDirection
          Module Contents CLOCKWISE
          COUNTERCLOCKWISE
      open class EllipticalOrbitAnimation3D : Animation3D
        Module Contents EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, axis: Vector3.Axis!, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, axis: Vector3.Axis!, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
        protected open fun applyTransformation(): Unit
        protected var mAngle: Double
        protected var mDirection: EllipticalOrbitAnimation3D.OrbitDirection!
        protected var mEccentricity: Double
        protected var mFocalPoint: Vector3!
        protected var mNormal: Vector3!
        protected var mPeriapsis: Vector3!
        protected var mScratch1: Vector3!
        protected var mScratch2: Vector3!
        protected var mScratch3: Vector3!
        class OrbitDirection
          Module Contents CLOCKWISE
          COUNTERCLOCKWISE
      open class ExplodingAnimation3D : Animation3D
        Module Contents ExplodingAnimation3D(from: Double, to: Double)
        protected open fun applyTransformation(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class ExplodingAnimation3D : Animation3D
        Module Contents ExplodingAnimation3D(from: Double, to: Double)
        protected open fun applyTransformation(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      interface IAnimationListener
        Module Contents abstract fun onAnimationEnd(animation: Animation!): Unit
        abstract fun onAnimationRepeat(animation: Animation!): Unit
        abstract fun onAnimationStart(animation: Animation!): Unit
        abstract fun onAnimationUpdate(animation: Animation!, interpolatedTime: Double): Unit
      interface IAnimationListener
        Module Contents abstract fun onAnimationEnd(animation: Animation!): Unit
        abstract fun onAnimationRepeat(animation: Animation!): Unit
        abstract fun onAnimationStart(animation: Animation!): Unit
        abstract fun onAnimationUpdate(animation: Animation!, interpolatedTime: Double): Unit
      interface IPlayable
        Module Contents abstract fun isEnded(): Boolean
        abstract fun isPaused(): Boolean
        abstract fun isPlaying(): Boolean
        abstract fun pause(): Unit
        abstract fun play(): Unit
        abstract fun reset(): Unit
      interface IPlayable
        Module Contents abstract fun isEnded(): Boolean
        abstract fun isPaused(): Boolean
        abstract fun isPlaying(): Boolean
        abstract fun pause(): Unit
        abstract fun play(): Unit
        abstract fun reset(): Unit
      abstract class Playable : IPlayable
        Module Contents Playable()
        open fun isEnded(): Boolean
        open fun isPaused(): Boolean
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        protected open fun setState(state: Playable.State!): Unit
        protected class State
          Module Contents ENDED
          PAUSED
          PLAYING
      abstract class Playable : IPlayable
        Module Contents Playable()
        open fun isEnded(): Boolean
        open fun isPaused(): Boolean
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        protected open fun setState(state: Playable.State!): Unit
        protected class State
          Module Contents ENDED
          PAUSED
          PLAYING
      open class PosableAnimation3D : Animation3D
        Module Contents PosableAnimation3D(from: Double, to: Double)
        protected open fun applyTransformation(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class PosableAnimation3D : Animation3D
        Module Contents PosableAnimation3D(from: Double, to: Double)
        protected open fun applyTransformation(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D!): Unit
      open class RotateAnimation3D : Animation3D
        Module Contents RotateAnimation3D(xRotate: Double, yRotate: Double, zRotate: Double)
        RotateAnimation3D(rotate: Vector3!)
        protected open fun applyTransformation(): Unit
        open fun eventStart(): Unit
        protected var mQuat: Quaternion!
        protected var mQuatFrom: Quaternion!
        protected var mRotateX: Double
        protected var mRotateY: Double
        protected var mRotateZ: Double
      open class RotateAnimation3D : Animation3D
        Module Contents RotateAnimation3D(xRotate: Double, yRotate: Double, zRotate: Double)
        RotateAnimation3D(rotate: Vector3!)
        protected open fun applyTransformation(): Unit
        open fun eventStart(): Unit
        protected var mQuat: Quaternion!
        protected var mQuatFrom: Quaternion!
        protected var mRotateX: Double
        protected var mRotateY: Double
        protected var mRotateZ: Double
      open class RotateAroundAnimation3D : Animation3D
        Module Contents RotateAroundAnimation3D(center: Vector3!, axis: Vector3.Axis!, distance: Double)
        protected open fun applyTransformation(): Unit
        protected var mAxis: Vector3.Axis!
        protected var mCenter: Vector3!
        protected var mDistance: Double
      open class RotateAroundAnimation3D : Animation3D
        Module Contents RotateAroundAnimation3D(center: Vector3!, axis: Vector3.Axis!, distance: Double)
        protected open fun applyTransformation(): Unit
        protected var mAxis: Vector3.Axis!
        protected var mCenter: Vector3!
        protected var mDistance: Double
      open class RotateOnAxisAnimation : Animation3D
        Module Contents protected RotateOnAxisAnimation(axis: Vector3!)
        RotateOnAxisAnimation(axis: Vector3.Axis!, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3.Axis!, rotateFrom: Double, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3!, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3!, rotateFrom: Double, degreesToRotate: Double)
        protected open fun applyTransformation(): Unit
        open fun eventStart(): Unit
        protected var mDegreesToRotate: Double
        protected val mQuat: Quaternion!
        protected val mQuatFrom: Quaternion!
        protected var mRotateFrom: Double
        protected var mRotationAngle: Double
        protected val mRotationAxis: Vector3!
      open class RotateOnAxisAnimation : Animation3D
        Module Contents protected RotateOnAxisAnimation(axis: Vector3!)
        RotateOnAxisAnimation(axis: Vector3.Axis!, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3.Axis!, rotateFrom: Double, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3!, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3!, rotateFrom: Double, degreesToRotate: Double)
        protected open fun applyTransformation(): Unit
        open fun eventStart(): Unit
        protected var mDegreesToRotate: Double
        protected val mQuat: Quaternion!
        protected val mQuatFrom: Quaternion!
        protected var mRotateFrom: Double
        protected var mRotationAngle: Double
        protected val mRotationAxis: Vector3!
      open class ScaleAnimation3D : Animation3D
        Module Contents ScaleAnimation3D(toScale: Vector3!)
        protected open fun applyTransformation(): Unit
        protected open fun eventStart(): Unit
        protected var mAddedScale: Vector3!
        protected var mDiffScale: Vector3!
        protected val mFromScale: Vector3!
        protected var mMultipliedScale: Vector3!
        protected val mToScale: Vector3!
      open class ScaleAnimation3D : Animation3D
        Module Contents ScaleAnimation3D(toScale: Vector3!)
        protected open fun applyTransformation(): Unit
        protected open fun eventStart(): Unit
        protected var mAddedScale: Vector3!
        protected var mDiffScale: Vector3!
        protected val mFromScale: Vector3!
        protected var mMultipliedScale: Vector3!
        protected val mToScale: Vector3!
      open class SlerpAnimation3D : Animation3D
        Module Contents SlerpAnimation3D(from: Vector3!, to: Vector3!)
        protected open fun applyTransformation(): Unit
        protected val mDistance: Double
        protected val mForwardVec: Vector3!
        protected val mFrom: Quaternion!
        protected val mRotationMatrix: DoubleArray!
        protected val mTmpQuat: Quaternion!
        protected val mTmpQuatVector: Vector3!
        protected val mTmpVec: Vector3!
        protected val mTo: Quaternion!
        protected open fun quaternionFromVector(vec: Vector3!): Quaternion!
      open class SlerpAnimation3D : Animation3D
        Module Contents SlerpAnimation3D(from: Vector3!, to: Vector3!)
        protected open fun applyTransformation(): Unit
        protected val mDistance: Double
        protected val mForwardVec: Vector3!
        protected val mFrom: Quaternion!
        protected val mRotationMatrix: DoubleArray!
        protected val mTmpQuat: Quaternion!
        protected val mTmpQuatVector: Vector3!
        protected val mTmpVec: Vector3!
        protected val mTo: Quaternion!
        protected open fun quaternionFromVector(vec: Vector3!): Quaternion!
      open class SplineOrientationAnimation3D : Animation3D
        Module Contents SplineOrientationAnimation3D(splinePath: ICurve4D!)
        protected open fun applyTransformation(): Unit
        protected var mSplinePath: ICurve4D!
        protected val mTempPoint1: Quaternion!
        open fun setDurationMilliseconds(duration: Long): Unit
      open class SplineOrientationAnimation3D : Animation3D
        Module Contents SplineOrientationAnimation3D(splinePath: ICurve4D!)
        protected open fun applyTransformation(): Unit
        protected var mSplinePath: ICurve4D!
        protected val mTempPoint1: Quaternion!
        open fun setDurationMilliseconds(duration: Long): Unit
      open class SplineScalingAnimation3D : Animation3D
        Module Contents SplineScalingAnimation3D(splinePath: ICurve3D!)
        protected open fun applyTransformation(): Unit
        protected var mSplinePath: ICurve3D!
        protected val mTempPoint1: Vector3!
        open fun setDurationMilliseconds(duration: Long): Unit
      open class SplineScalingAnimation3D : Animation3D
        Module Contents SplineScalingAnimation3D(splinePath: ICurve3D!)
        protected open fun applyTransformation(): Unit
        protected var mSplinePath: ICurve3D!
        protected val mTempPoint1: Vector3!
        open fun setDurationMilliseconds(duration: Long): Unit
      open class SplineTranslateAnimation3D : Animation3D
        Module Contents SplineTranslateAnimation3D(splinePath: ICurve3D!)
        protected open fun applyTransformation(): Unit
        open fun getLookAt(): ATransformable3D!
        open fun getOrientToPath(): Boolean
        open fun getUpAxis(): Vector3!
        protected var mLookatDelta: Double
        protected var mOrientToPath: Boolean
        protected var mSplinePath: ICurve3D!
        protected var mTarget: ATransformable3D!
        protected val mTempPoint1: Vector3!
        protected val mTempPoint2: Vector3!
        protected var mUp: Vector3!
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setLookAt(target: ATransformable3D!): Unit
        open fun setLookAt(target: ATransformable3D!, up: Vector3!): Unit
        open fun setLookAt(target: ATransformable3D!, up: Vector3.Axis!): Unit
        open fun setOrientToPath(orientToPath: Boolean): Unit
      open class SplineTranslateAnimation3D : Animation3D
        Module Contents SplineTranslateAnimation3D(splinePath: ICurve3D!)
        protected open fun applyTransformation(): Unit
        open fun getLookAt(): ATransformable3D!
        open fun getOrientToPath(): Boolean
        open fun getUpAxis(): Vector3!
        protected var mLookatDelta: Double
        protected var mOrientToPath: Boolean
        protected var mSplinePath: ICurve3D!
        protected var mTarget: ATransformable3D!
        protected val mTempPoint1: Vector3!
        protected val mTempPoint2: Vector3!
        protected var mUp: Vector3!
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setLookAt(target: ATransformable3D!): Unit
        open fun setLookAt(target: ATransformable3D!, up: Vector3!): Unit
        open fun setLookAt(target: ATransformable3D!, up: Vector3.Axis!): Unit
        open fun setOrientToPath(orientToPath: Boolean): Unit
      open class TranslateAnimation3D : Animation3D
        Module Contents TranslateAnimation3D(toPosition: Vector3!)
        TranslateAnimation3D(fromPosition: Vector3!, toPosition: Vector3!)
        protected open fun applyTransformation(): Unit
        protected open fun eventStart(): Unit
        protected val mAddedPosition: Vector3!
        protected var mDiffPosition: Vector3!
        protected val mFromPosition: Vector3!
        protected val mMultipliedPosition: Vector3!
        protected var mToPosition: Vector3!
      open class TranslateAnimation3D : Animation3D
        Module Contents TranslateAnimation3D(toPosition: Vector3!)
        TranslateAnimation3D(fromPosition: Vector3!, toPosition: Vector3!)
        protected open fun applyTransformation(): Unit
        protected open fun eventStart(): Unit
        protected val mAddedPosition: Vector3!
        protected var mDiffPosition: Vector3!
        protected val mFromPosition: Vector3!
        protected val mMultipliedPosition: Vector3!
        protected var mToPosition: Vector3!
    package org.rajawali3d.animation.mesh
      Module Contents abstract class AAnimationObject3D : Object3D
        Module Contents AAnimationObject3D()
        open fun addFrame(frame: IAnimationFrame!): Unit
        open fun getCurrentFrame(): Int
        open fun getFps(): Int
        open fun getFrame(index: Int): IAnimationFrame!
        open fun getNumFrames(): Int
        open fun isPlaying(): Boolean
        protected var mCurrentFrameIndex: Int
        protected var mCurrentFrameName: String!
        protected var mEndFrameIndex: Int
        protected var mFps: Int
        protected var mFrames: Stack<IAnimationFrame!>!
        protected var mInterpolation: Double
        protected var mIsPlaying: Boolean
        protected var mLoop: Boolean
        protected var mNumFrames: Int
        protected var mStartFrameIndex: Int
        protected var mStartTime: Long
        open fun pause(): Unit
        open fun play(): Unit
        open fun play(loop: Boolean): Unit
        open fun play(name: String!): Unit
        open fun play(name: String!, loop: Boolean): Unit
        open fun reload(): Unit
        open fun setCurrentFrame(frame: Int): Unit
        open fun setFps(fps: Int): Unit
        open fun setFrames(frames: Stack<IAnimationFrame!>!): Unit
        open fun setFrames(frames: Array<IAnimationFrame!>!): Unit
        open fun stop(): Unit
      abstract class AAnimationObject3D : Object3D
        Module Contents AAnimationObject3D()
        open fun addFrame(frame: IAnimationFrame!): Unit
        open fun getCurrentFrame(): Int
        open fun getFps(): Int
        open fun getFrame(index: Int): IAnimationFrame!
        open fun getNumFrames(): Int
        open fun isPlaying(): Boolean
        protected var mCurrentFrameIndex: Int
        protected var mCurrentFrameName: String!
        protected var mEndFrameIndex: Int
        protected var mFps: Int
        protected var mFrames: Stack<IAnimationFrame!>!
        protected var mInterpolation: Double
        protected var mIsPlaying: Boolean
        protected var mLoop: Boolean
        protected var mNumFrames: Int
        protected var mStartFrameIndex: Int
        protected var mStartTime: Long
        open fun pause(): Unit
        open fun play(): Unit
        open fun play(loop: Boolean): Unit
        open fun play(name: String!): Unit
        open fun play(name: String!, loop: Boolean): Unit
        open fun reload(): Unit
        open fun setCurrentFrame(frame: Int): Unit
        open fun setFps(fps: Int): Unit
        open fun setFrames(frames: Stack<IAnimationFrame!>!): Unit
        open fun setFrames(frames: Array<IAnimationFrame!>!): Unit
        open fun stop(): Unit
      interface IAnimationFrame
        Module Contents abstract fun getGeometry(): Geometry3D!
        abstract fun getName(): String!
        abstract fun setGeometry(geometry: Geometry3D!): Unit
        abstract fun setName(name: String!): Unit
      interface IAnimationFrame
        Module Contents abstract fun getGeometry(): Geometry3D!
        abstract fun getName(): String!
        abstract fun setGeometry(geometry: Geometry3D!): Unit
        abstract fun setName(name: String!): Unit
      interface IAnimationSequence
      interface IAnimationSequence
      open class SkeletalAnimationChildObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationChildObject3D()
        var boneIndexes1: FloatArray!
        var boneIndexes2: FloatArray!
        open class BoneVertex
          Module Contents BoneVertex()
          var normal: Vector3!
          var numWeights: Int
          var textureCoordinate: Vector2!
          var weightIndex: Int
        open class BoneWeight
          Module Contents BoneWeight()
          var jointIndex: Int
          var position: Vector3!
          var weightValue: Float
        var boneWeights1: FloatArray!
        var boneWeights2: FloatArray!
        open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D!
        open fun getMaxBoneWeightsPerVertex(): Int
        open fun getNumJoints(): Int
        static val MAX_WEIGHTS_PER_VERTEX: Int
        protected var mboneIndexes1: FloatBuffer!
        protected var mboneIndexes2: FloatBuffer!
        protected var mboneWeights1: FloatBuffer!
        protected var mboneWeights2: FloatBuffer!
        protected var mMaxBoneWeightsPerVertex: Int
        var mSkeleton: SkeletalAnimationObject3D!
        open fun play(): Unit
        open fun prepareBoneWeightsAndIndices(): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setInverseZScale(value: Boolean): Unit
        open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
        open fun setShaderParams(camera: Camera!): Unit
        open fun setSkeleton(skeleton: Object3D!): Unit
        open fun setSkeletonMeshData(vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
        open fun setSkeletonMeshData(numVertices: Int, vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, numWeights: Int, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
      open class SkeletalAnimationChildObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationChildObject3D()
        var boneIndexes1: FloatArray!
        var boneIndexes2: FloatArray!
        open class BoneVertex
          Module Contents BoneVertex()
          var normal: Vector3!
          var numWeights: Int
          var textureCoordinate: Vector2!
          var weightIndex: Int
        open class BoneWeight
          Module Contents BoneWeight()
          var jointIndex: Int
          var position: Vector3!
          var weightValue: Float
        var boneWeights1: FloatArray!
        var boneWeights2: FloatArray!
        open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D!
        open fun getMaxBoneWeightsPerVertex(): Int
        open fun getNumJoints(): Int
        static val MAX_WEIGHTS_PER_VERTEX: Int
        protected var mboneIndexes1: FloatBuffer!
        protected var mboneIndexes2: FloatBuffer!
        protected var mboneWeights1: FloatBuffer!
        protected var mboneWeights2: FloatBuffer!
        protected var mMaxBoneWeightsPerVertex: Int
        var mSkeleton: SkeletalAnimationObject3D!
        open fun play(): Unit
        open fun prepareBoneWeightsAndIndices(): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
        open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        open fun setInverseZScale(value: Boolean): Unit
        open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
        open fun setShaderParams(camera: Camera!): Unit
        open fun setSkeleton(skeleton: Object3D!): Unit
        open fun setSkeletonMeshData(vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
        open fun setSkeletonMeshData(numVertices: Int, vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, numWeights: Int, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
      open class SkeletalAnimationFrame : IAnimationFrame
        Module Contents SkeletalAnimationFrame()
        open fun getBoundingBox(): BoundingBox!
        open fun getFrameIndex(): Int
        open fun getGeometry(): Geometry3D!
        open fun getName(): String!
        open fun getSkeleton(): SkeletalAnimationFrame.Skeleton!
        open fun setBounds(min: Vector3!, max: Vector3!): Unit
        open fun setFrameIndex(index: Int): Unit
        open fun setGeometry(geometry: Geometry3D!): Unit
        open fun setName(name: String!): Unit
        open class Skeleton
          Module Contents Skeleton()
          open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
          open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
          open fun setJoint(index: Int, joint: SkeletalAnimationFrame.SkeletonJoint!): Unit
          open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open class SkeletonJoint
          Module Contents SkeletonJoint()
          SkeletonJoint(other: SkeletalAnimationFrame.SkeletonJoint!)
          open fun copyAllFrom(otherJoint: SkeletalAnimationFrame.SkeletonJoint!): Unit
          open fun getFlags(): Int
          open fun getIndex(): Int
          open fun getMatrix(): DoubleArray!
          open fun getName(): String!
          open fun getOrientation(): Quaternion!
          open fun getParentIndex(): Int
          open fun getPosition(): Vector3!
          open fun getStartIndex(): Int
          open fun setFlags(flags: Int): Unit
          open fun setIndex(index: Int): Unit
          open fun setMatrix(values: DoubleArray!): Unit
          open fun setName(name: String!): Unit
          open fun setOrientation(x: Double, y: Double, z: Double): Unit
          open fun setOrientation(w: Double, x: Double, y: Double, z: Double): Unit
          open fun setParentIndex(parentIndex: Int): Unit
          open fun setPosition(x: Double, y: Double, z: Double): Unit
          open fun setPosition(position: Vector3!): Unit
          open fun setStartIndex(startIndex: Int): Unit
          open fun toString(): String
      open class SkeletalAnimationFrame : IAnimationFrame
        Module Contents SkeletalAnimationFrame()
        open fun getBoundingBox(): BoundingBox!
        open fun getFrameIndex(): Int
        open fun getGeometry(): Geometry3D!
        open fun getName(): String!
        open fun getSkeleton(): SkeletalAnimationFrame.Skeleton!
        open fun setBounds(min: Vector3!, max: Vector3!): Unit
        open fun setFrameIndex(index: Int): Unit
        open fun setGeometry(geometry: Geometry3D!): Unit
        open fun setName(name: String!): Unit
        open class Skeleton
          Module Contents Skeleton()
          open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
          open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
          open fun setJoint(index: Int, joint: SkeletalAnimationFrame.SkeletonJoint!): Unit
          open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open class SkeletonJoint
          Module Contents SkeletonJoint()
          SkeletonJoint(other: SkeletalAnimationFrame.SkeletonJoint!)
          open fun copyAllFrom(otherJoint: SkeletalAnimationFrame.SkeletonJoint!): Unit
          open fun getFlags(): Int
          open fun getIndex(): Int
          open fun getMatrix(): DoubleArray!
          open fun getName(): String!
          open fun getOrientation(): Quaternion!
          open fun getParentIndex(): Int
          open fun getPosition(): Vector3!
          open fun getStartIndex(): Int
          open fun setFlags(flags: Int): Unit
          open fun setIndex(index: Int): Unit
          open fun setMatrix(values: DoubleArray!): Unit
          open fun setName(name: String!): Unit
          open fun setOrientation(x: Double, y: Double, z: Double): Unit
          open fun setOrientation(w: Double, x: Double, y: Double, z: Double): Unit
          open fun setParentIndex(parentIndex: Int): Unit
          open fun setPosition(x: Double, y: Double, z: Double): Unit
          open fun setPosition(position: Vector3!): Unit
          open fun setStartIndex(startIndex: Int): Unit
          open fun toString(): String
      open class SkeletalAnimationObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationObject3D()
        open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D!
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D!
        open fun destroy(): Unit
        open fun getAnimationSequence(index: Int): SkeletalAnimationSequence!
        open fun getAnimationSequence(name: String!): SkeletalAnimationSequence!
        open fun getAnimationSequence(): SkeletalAnimationSequence!
        open fun getAnimationSequences(): Array<SkeletalAnimationSequence!>!
        open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
        open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mBoneMatrices: DoubleBuffer!
        var mBoneMatricesBufferInfo: BufferInfo!
        var mInverseBindPoseMatrix: Array<DoubleArray!>!
        open fun play(): Unit
        open fun reload(): Unit
        open fun render(camera: Camera!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setAllBindPoseMatrices(bp: DoubleArray!, invbp: Array<DoubleArray!>!): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
        open fun setAnimationSequence(name: String!): Boolean
        open fun setAnimationSequence(index: Int): Boolean
        open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence!>!): Unit
        open fun setBindPoseMatrices(bp: DoubleArray!): Unit
        open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray!>!): Unit
        open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setJointsWithBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setShaderParams(camera: Camera!): Unit
        open class SkeletalAnimationException : Exception
          Module Contents SkeletalAnimationException()
          SkeletalAnimationException(msg: String!)
          SkeletalAnimationException(throwable: Throwable!)
          SkeletalAnimationException(msg: String!, throwable: Throwable!)
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int, interpolator: Interpolator!): Unit
        open fun transitionToAnimationSequence(name: String!, duration: Int): Boolean
        open fun transitionToAnimationSequence(name: String!, duration: Int, interpolator: Interpolator!): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator!): Boolean
        var uBoneMatrix: DoubleArray!
      open class SkeletalAnimationObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationObject3D()
        open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D!
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D!
        open fun destroy(): Unit
        open fun getAnimationSequence(index: Int): SkeletalAnimationSequence!
        open fun getAnimationSequence(name: String!): SkeletalAnimationSequence!
        open fun getAnimationSequence(): SkeletalAnimationSequence!
        open fun getAnimationSequences(): Array<SkeletalAnimationSequence!>!
        open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
        open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mBoneMatrices: DoubleBuffer!
        var mBoneMatricesBufferInfo: BufferInfo!
        var mInverseBindPoseMatrix: Array<DoubleArray!>!
        open fun play(): Unit
        open fun reload(): Unit
        open fun render(camera: Camera!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setAllBindPoseMatrices(bp: DoubleArray!, invbp: Array<DoubleArray!>!): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
        open fun setAnimationSequence(name: String!): Boolean
        open fun setAnimationSequence(index: Int): Boolean
        open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence!>!): Unit
        open fun setBindPoseMatrices(bp: DoubleArray!): Unit
        open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray!>!): Unit
        open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setJointsWithBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
        open fun setShaderParams(camera: Camera!): Unit
        open class SkeletalAnimationException : Exception
          Module Contents SkeletalAnimationException()
          SkeletalAnimationException(msg: String!)
          SkeletalAnimationException(throwable: Throwable!)
          SkeletalAnimationException(msg: String!, throwable: Throwable!)
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int, interpolator: Interpolator!): Unit
        open fun transitionToAnimationSequence(name: String!, duration: Int): Boolean
        open fun transitionToAnimationSequence(name: String!, duration: Int, interpolator: Interpolator!): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator!): Boolean
        var uBoneMatrix: DoubleArray!
      open class SkeletalAnimationSequence : IAnimationSequence
        Module Contents SkeletalAnimationSequence(name: String!)
        open fun blendWith(otherSequence: SkeletalAnimationSequence!, blendFactor: Double): Unit
        open fun getFrame(index: Int): SkeletalAnimationFrame!
        open fun getFrameData(): DoubleArray!
        open fun getFrameRate(): Int
        open fun getFrames(): Array<SkeletalAnimationFrame!>!
        open fun getName(): String!
        open fun getNumFrames(): Int
        open fun setFrameData(frameData: DoubleArray!): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrames(frames: Array<SkeletalAnimationFrame!>!): Unit
        open fun setName(name: String!): Unit
        open fun setNumFrames(numFrames: Int): Unit
      open class SkeletalAnimationSequence : IAnimationSequence
        Module Contents SkeletalAnimationSequence(name: String!)
        open fun blendWith(otherSequence: SkeletalAnimationSequence!, blendFactor: Double): Unit
        open fun getFrame(index: Int): SkeletalAnimationFrame!
        open fun getFrameData(): DoubleArray!
        open fun getFrameRate(): Int
        open fun getFrames(): Array<SkeletalAnimationFrame!>!
        open fun getName(): String!
        open fun getNumFrames(): Int
        open fun setFrameData(frameData: DoubleArray!): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrames(frames: Array<SkeletalAnimationFrame!>!): Unit
        open fun setName(name: String!): Unit
        open fun setNumFrames(numFrames: Int): Unit
      open class VertexAnimationFrame : IAnimationFrame
        Module Contents VertexAnimationFrame()
        open fun calculateNormals(indices: IntArray!): FloatArray!
        open fun getGeometry(): Geometry3D!
        open fun getName(): String!
        protected var mGeometry: Geometry3D!
        protected var mName: String!
        protected var mVertices: FloatArray!
        open fun setGeometry(geometry: Geometry3D!): Unit
        open fun setName(name: String!): Unit
      open class VertexAnimationFrame : IAnimationFrame
        Module Contents VertexAnimationFrame()
        open fun calculateNormals(indices: IntArray!): FloatArray!
        open fun getGeometry(): Geometry3D!
        open fun getName(): String!
        protected var mGeometry: Geometry3D!
        protected var mName: String!
        protected var mVertices: FloatArray!
        open fun setGeometry(geometry: Geometry3D!): Unit
        open fun setName(name: String!): Unit
      open class VertexAnimationObject3D : AAnimationObject3D
        Module Contents VertexAnimationObject3D()
        open fun clone(copyMaterial: Boolean): VertexAnimationObject3D!
        open fun clone(): VertexAnimationObject3D!
        open fun reload(): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setShaderParams(camera: Camera!): Unit
      open class VertexAnimationObject3D : AAnimationObject3D
        Module Contents VertexAnimationObject3D()
        open fun clone(copyMaterial: Boolean): VertexAnimationObject3D!
        open fun clone(): VertexAnimationObject3D!
        open fun reload(): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setShaderParams(camera: Camera!): Unit
    package org.rajawali3d.bounds
      Module Contents open class BoundingBox : IBoundingVolume
        Module Contents BoundingBox()
        BoundingBox(min: Vector3!, max: Vector3!)
        BoundingBox(points: Array<Vector3!>!)
        BoundingBox(geometry: Geometry3D!)
        open fun calculateBounds(geometry: Geometry3D!): Unit
        open fun calculatePoints(): Unit
        open fun copyPoints(pts: Array<Vector3!>!): Unit
        open fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        open fun getBoundingColor(): Int
        open fun getMax(): Vector3!
        open fun getMin(): Vector3!
        open fun getPosition(): Vector3!
        open fun getTransformedMax(): Vector3!
        open fun getTransformedMin(): Vector3!
        open fun getVisual(): Object3D!
        open fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        protected var mBoundingColor: AtomicInteger!
        protected var mGeometry: Geometry3D!
        protected var mI: Int
        protected val mMax: Vector3!
        protected val mMin: Vector3!
        protected val mPoints: Array<Vector3!>!
        protected val mPosition: Vector3!
        protected val mTmp: Array<Vector3!>!
        protected val mTmpMatrix: Matrix4!
        protected val mTmpMax: Vector3!
        protected val mTmpMin: Vector3!
        protected val mTransformedMax: Vector3!
        protected val mTransformedMin: Vector3!
        protected val mTransformedPosition: Vector3!
        protected var mVisualBox: Cube!
        open fun setBoundingColor(color: Int): Unit
        open fun setMax(max: Vector3!): Unit
        open fun setMin(min: Vector3!): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4!): Unit
      open class BoundingBox : IBoundingVolume
        Module Contents BoundingBox()
        BoundingBox(min: Vector3!, max: Vector3!)
        BoundingBox(points: Array<Vector3!>!)
        BoundingBox(geometry: Geometry3D!)
        open fun calculateBounds(geometry: Geometry3D!): Unit
        open fun calculatePoints(): Unit
        open fun copyPoints(pts: Array<Vector3!>!): Unit
        open fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        open fun getBoundingColor(): Int
        open fun getMax(): Vector3!
        open fun getMin(): Vector3!
        open fun getPosition(): Vector3!
        open fun getTransformedMax(): Vector3!
        open fun getTransformedMin(): Vector3!
        open fun getVisual(): Object3D!
        open fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        protected var mBoundingColor: AtomicInteger!
        protected var mGeometry: Geometry3D!
        protected var mI: Int
        protected val mMax: Vector3!
        protected val mMin: Vector3!
        protected val mPoints: Array<Vector3!>!
        protected val mPosition: Vector3!
        protected val mTmp: Array<Vector3!>!
        protected val mTmpMatrix: Matrix4!
        protected val mTmpMax: Vector3!
        protected val mTmpMin: Vector3!
        protected val mTransformedMax: Vector3!
        protected val mTransformedMin: Vector3!
        protected val mTransformedPosition: Vector3!
        protected var mVisualBox: Cube!
        open fun setBoundingColor(color: Int): Unit
        open fun setMax(max: Vector3!): Unit
        open fun setMin(min: Vector3!): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4!): Unit
      open class BoundingSphere : IBoundingVolume
        Module Contents BoundingSphere()
        BoundingSphere(geometry: Geometry3D!)
        open fun calculateBounds(geometry: Geometry3D!): Unit
        open fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        open fun getBoundingColor(): Int
        open fun getPosition(): Vector3!
        open fun getRadius(): Double
        open fun getScale(): Double
        open fun getScaledRadius(): Double
        open fun getVisual(): Object3D!
        open fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        protected var mBoundingColor: Int
        protected var mDist: Double
        protected var mGeometry: Geometry3D!
        protected var mMinDist: Double
        protected val mPosition: Vector3!
        protected var mRadius: Double
        protected var mScale: Double
        protected val mScaleValues: DoubleArray!
        protected val mTmpMatrix: Matrix4!
        protected val mTmpPos: Vector3!
        protected var mVisualSphere: Sphere!
        open fun setBoundingColor(color: Int): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4!): Unit
      open class BoundingSphere : IBoundingVolume
        Module Contents BoundingSphere()
        BoundingSphere(geometry: Geometry3D!)
        open fun calculateBounds(geometry: Geometry3D!): Unit
        open fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        open fun getBoundingColor(): Int
        open fun getPosition(): Vector3!
        open fun getRadius(): Double
        open fun getScale(): Double
        open fun getScaledRadius(): Double
        open fun getVisual(): Object3D!
        open fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        protected var mBoundingColor: Int
        protected var mDist: Double
        protected var mGeometry: Geometry3D!
        protected var mMinDist: Double
        protected val mPosition: Vector3!
        protected var mRadius: Double
        protected var mScale: Double
        protected val mScaleValues: DoubleArray!
        protected val mTmpMatrix: Matrix4!
        protected val mTmpPos: Vector3!
        protected var mVisualSphere: Sphere!
        open fun setBoundingColor(color: Int): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4!): Unit
      interface IBoundingVolume
        Module Contents abstract fun calculateBounds(geometry: Geometry3D!): Unit
        static val DEFAULT_COLOR: Int
        abstract fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        abstract fun getBoundingColor(): Int
        abstract fun getPosition(): Vector3!
        abstract fun getVisual(): Object3D!
        abstract fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        abstract fun setBoundingColor(color: Int): Unit
        abstract fun transform(matrix: Matrix4!): Unit
      interface IBoundingVolume
        Module Contents abstract fun calculateBounds(geometry: Geometry3D!): Unit
        static val DEFAULT_COLOR: Int
        abstract fun drawBoundingVolume(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, mMatrix: Matrix4!): Unit
        abstract fun getBoundingColor(): Int
        abstract fun getPosition(): Vector3!
        abstract fun getVisual(): Object3D!
        abstract fun intersectsWith(boundingVolume: IBoundingVolume!): Boolean
        abstract fun setBoundingColor(color: Int): Unit
        abstract fun transform(matrix: Matrix4!): Unit
    package org.rajawali3d.cameras
      Module Contents abstract class AObjectCamera : Camera
        Module Contents AObjectCamera()
        AObjectCamera(cameraOffset: Vector3!)
        AObjectCamera(cameraOffset: Vector3!, linkedObject: Object3D!)
        open fun getCameraOffset(): Vector3!
        open fun getLinkedObject(): Object3D!
        protected val mCameraOffset: Vector3!
        protected var mLinkedObject: Object3D!
        open fun setCameraOffset(offset: Vector3!): Unit
        open fun setLinkedObject(object: Object3D!): Unit
      abstract class AObjectCamera : Camera
        Module Contents AObjectCamera()
        AObjectCamera(cameraOffset: Vector3!)
        AObjectCamera(cameraOffset: Vector3!, linkedObject: Object3D!)
        open fun getCameraOffset(): Vector3!
        open fun getLinkedObject(): Object3D!
        protected val mCameraOffset: Vector3!
        protected var mLinkedObject: Object3D!
        open fun setCameraOffset(offset: Vector3!): Unit
        open fun setLinkedObject(object: Object3D!): Unit
      open class ArcballCamera : Camera
        Module Contents ArcballCamera(context: Context!, view: View!)
        ArcballCamera(context: Context!, view: View!, target: Object3D!)
        protected open fun applyRotation(): Unit
        open fun getScreenMappingRatio(): Float
        open fun getTarget(): Object3D!
        open fun getViewMatrix(): Matrix4!
        protected open fun mapToSphere(x: Float, y: Float, out: Vector3!): Unit
        protected var mCameraStartPos: Vector3!
        protected var mCurrentOrientation: Quaternion!
        protected var mCurrScreenCoord: Vector2!
        protected var mCurrSphereCoord: Vector3!
        protected var mEmpty: Object3D!
        protected var mIsRotating: Boolean
        protected var mPrevScreenCoord: Vector2!
        protected var mPrevSphereCoord: Vector3!
        protected var mStartOrientation: Quaternion!
        open fun resetCameraOrientation(): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setScreenMappingRatio(ratio: Float): Unit
        open fun setTarget(target: Object3D!): Unit
      open class ArcballCamera : Camera
        Module Contents ArcballCamera(context: Context!, view: View!)
        ArcballCamera(context: Context!, view: View!, target: Object3D!)
        protected open fun applyRotation(): Unit
        open fun getScreenMappingRatio(): Float
        open fun getTarget(): Object3D!
        open fun getViewMatrix(): Matrix4!
        protected open fun mapToSphere(x: Float, y: Float, out: Vector3!): Unit
        protected var mCameraStartPos: Vector3!
        protected var mCurrentOrientation: Quaternion!
        protected var mCurrScreenCoord: Vector2!
        protected var mCurrSphereCoord: Vector3!
        protected var mEmpty: Object3D!
        protected var mIsRotating: Boolean
        protected var mPrevScreenCoord: Vector2!
        protected var mPrevSphereCoord: Vector3!
        protected var mStartOrientation: Quaternion!
        open fun resetCameraOrientation(): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setScreenMappingRatio(ratio: Float): Unit
        open fun setTarget(target: Object3D!): Unit
      open class Camera : ATransformable3D
        Module Contents Camera()
        open fun clone(): Camera!
        open fun getFarPlane(): Double
        open fun getFieldOfView(): Double
        open fun getFrustum(): Frustum!
        open fun getFrustumCorners(points: Array<Vector3!>!): Unit
        open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean): Unit
        open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean, inverse: Boolean): Unit
        open fun getNearPlane(): Double
        open fun getProjectionMatrix(): Matrix4!
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getViewMatrix(): Matrix4!
        open fun isInitialized(): Boolean
        protected var mBoundingBox: BoundingBox!
        protected var mCameraDirty: Boolean
        protected var mFarPlane: Double
        protected var mFieldOfView: Double
        protected var mFrustum: Frustum!
        protected var mFrustumCorners: Array<Vector3!>!
        protected val mFrustumLock: Any!
        protected var mIsInitialized: Boolean
        protected var mLastHeight: Int
        protected var mLastWidth: Int
        protected var mLocalOrientation: Quaternion!
        protected var mNearPlane: Double
        protected val mProjMatrix: Matrix4!
        protected val mScratchMatrix: Matrix4!
        protected val mViewMatrix: Matrix4!
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
        open fun resetCameraOrientation(): Unit
        open fun setCameraOrientation(quaternion: Quaternion!): Unit
        open fun setCameraPitch(angle: Double): Unit
        open fun setCameraRoll(angle: Double): Unit
        open fun setCameraYaw(angle: Double): Unit
        open fun setFarPlane(farPlane: Double): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setNearPlane(nearPlane: Double): Unit
        open fun setProjectionMatrix(matrix: Matrix4!): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
        open fun updateFrustum(invVPMatrix: Matrix4!): Unit
        open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
        open fun updatePerspective(fovX: Double, fovY: Double): Unit
      open class Camera : ATransformable3D
        Module Contents Camera()
        open fun clone(): Camera!
        open fun getFarPlane(): Double
        open fun getFieldOfView(): Double
        open fun getFrustum(): Frustum!
        open fun getFrustumCorners(points: Array<Vector3!>!): Unit
        open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean): Unit
        open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean, inverse: Boolean): Unit
        open fun getNearPlane(): Double
        open fun getProjectionMatrix(): Matrix4!
        open fun getTransformedBoundingVolume(): IBoundingVolume!
        open fun getViewMatrix(): Matrix4!
        open fun isInitialized(): Boolean
        protected var mBoundingBox: BoundingBox!
        protected var mCameraDirty: Boolean
        protected var mFarPlane: Double
        protected var mFieldOfView: Double
        protected var mFrustum: Frustum!
        protected var mFrustumCorners: Array<Vector3!>!
        protected val mFrustumLock: Any!
        protected var mIsInitialized: Boolean
        protected var mLastHeight: Int
        protected var mLastWidth: Int
        protected var mLocalOrientation: Quaternion!
        protected var mNearPlane: Double
        protected val mProjMatrix: Matrix4!
        protected val mScratchMatrix: Matrix4!
        protected val mViewMatrix: Matrix4!
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
        open fun resetCameraOrientation(): Unit
        open fun setCameraOrientation(quaternion: Quaternion!): Unit
        open fun setCameraPitch(angle: Double): Unit
        open fun setCameraRoll(angle: Double): Unit
        open fun setCameraYaw(angle: Double): Unit
        open fun setFarPlane(farPlane: Double): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setNearPlane(nearPlane: Double): Unit
        open fun setProjectionMatrix(matrix: Matrix4!): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
        open fun updateFrustum(invVPMatrix: Matrix4!): Unit
        open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
        open fun updatePerspective(fovX: Double, fovY: Double): Unit
      open class Camera2D : Camera
        Module Contents Camera2D()
        open fun getHeight(): Double
        open fun getWidth(): Double
        open fun setHeight(height: Double): Unit
        open fun setProjectionMatrix(widthNotUsed: Int, heightNotUsed: Int): Unit
        open fun setWidth(width: Double): Unit
      open class Camera2D : Camera
        Module Contents Camera2D()
        open fun getHeight(): Double
        open fun getWidth(): Double
        open fun setHeight(height: Double): Unit
        open fun setProjectionMatrix(widthNotUsed: Int, heightNotUsed: Int): Unit
        open fun setWidth(width: Double): Unit
      open class ChaseCamera : AObjectCamera
        Module Contents ChaseCamera()
        ChaseCamera(cameraOffset: Vector3!)
        ChaseCamera(cameraOffset: Vector3!, objectToChase: Object3D!)
        open fun getViewMatrix(): Matrix4!
        open fun setLinkedObject(object: Object3D!): Unit
      open class ChaseCamera : AObjectCamera
        Module Contents ChaseCamera()
        ChaseCamera(cameraOffset: Vector3!)
        ChaseCamera(cameraOffset: Vector3!, objectToChase: Object3D!)
        open fun getViewMatrix(): Matrix4!
        open fun setLinkedObject(object: Object3D!): Unit
      open class FirstPersonCamera : AObjectCamera
        Module Contents FirstPersonCamera()
        FirstPersonCamera(cameraOffset: Vector3!)
        FirstPersonCamera(cameraOffset: Vector3!, object: Object3D!)
        open fun getViewMatrix(): Matrix4!
      open class FirstPersonCamera : AObjectCamera
        Module Contents FirstPersonCamera()
        FirstPersonCamera(cameraOffset: Vector3!)
        FirstPersonCamera(cameraOffset: Vector3!, object: Object3D!)
        open fun getViewMatrix(): Matrix4!
      open class Frustum
        Module Contents Frustum()
        open fun boundsInFrustum(bounds: BoundingBox!): Boolean
        open fun pointInFrustum(point: Vector3!): Boolean
        open fun sphereInFrustum(center: Vector3!, radius: Double): Boolean
        open fun update(inverseProjectionView: Matrix4!): Unit
      open class Frustum
        Module Contents Frustum()
        open fun boundsInFrustum(bounds: BoundingBox!): Boolean
        open fun pointInFrustum(point: Vector3!): Boolean
        open fun sphereInFrustum(center: Vector3!, radius: Double): Boolean
        open fun update(inverseProjectionView: Matrix4!): Unit
      open class OrthographicCamera : Camera
        Module Contents OrthographicCamera()
        open fun getZoom(): Double
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setZoom(zoom: Double): Unit
      open class OrthographicCamera : Camera
        Module Contents OrthographicCamera()
        open fun getZoom(): Double
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setZoom(zoom: Double): Unit
    package org.rajawali3d.curves
      Module Contents open class ArchimedeanSpiral3D : ASpiral3D
        Module Contents ArchimedeanSpiral3D(scale: Double, density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3!, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
      open class ArchimedeanSpiral3D : ASpiral3D
        Module Contents ArchimedeanSpiral3D(scale: Double, density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3!, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
      abstract class ASpiral3D : ICurve3D
        Module Contents ASpiral3D(density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        protected var a: Double
        open fun calculatePointDegrees(result: Vector3!, theta: Double): Unit
        abstract fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3!
        protected var mCalculateTangents: Boolean
        protected var mCurrentTangent: Vector3!
        protected val mDensity: Double
        protected val mRotation: Quaternion!
        protected val mScratch: Vector3!
        protected val mSpiralIn: Boolean
        protected val mStart: Vector3!
        protected var mThetaOffset: Double
        protected val mUp: Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      abstract class ASpiral3D : ICurve3D
        Module Contents ASpiral3D(density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        protected var a: Double
        open fun calculatePointDegrees(result: Vector3!, theta: Double): Unit
        abstract fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3!
        protected var mCalculateTangents: Boolean
        protected var mCurrentTangent: Vector3!
        protected val mDensity: Double
        protected val mRotation: Quaternion!
        protected val mScratch: Vector3!
        protected val mSpiralIn: Boolean
        protected val mStart: Vector3!
        protected var mThetaOffset: Double
        protected val mUp: Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CatmullRomCurve3D : ICurve3D
        Module Contents CatmullRomCurve3D()
        open fun addPoint(point: Vector3!): Unit
        protected open fun b(i: Int, t: Double): Double
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        protected static val DELTA: Double
        protected static val EPSILON: Int
        open fun getCurrentTangent(): Vector3!
        open fun getLength(segments: Int): Double
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3!
        open fun getPoints(): MutableList<Vector3!>!
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mCalculateTangents: Boolean
        protected var mCurrentPoint: Vector3!
        protected var mCurrentTangent: Vector3!
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Vector3!>!
        protected var mSegmentLengths: DoubleArray!
        protected var mSelectedIndex: Int
        protected open fun pow2(value: Double): Double
        open fun reparametrizeForUniformDistribution(resolution: Int): Unit
        open fun selectPoint(point: Vector3!): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CatmullRomCurve3D : ICurve3D
        Module Contents CatmullRomCurve3D()
        open fun addPoint(point: Vector3!): Unit
        protected open fun b(i: Int, t: Double): Double
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        protected static val DELTA: Double
        protected static val EPSILON: Int
        open fun getCurrentTangent(): Vector3!
        open fun getLength(segments: Int): Double
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3!
        open fun getPoints(): MutableList<Vector3!>!
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mCalculateTangents: Boolean
        protected var mCurrentPoint: Vector3!
        protected var mCurrentTangent: Vector3!
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Vector3!>!
        protected var mSegmentLengths: DoubleArray!
        protected var mSelectedIndex: Int
        protected open fun pow2(value: Double): Double
        open fun reparametrizeForUniformDistribution(resolution: Int): Unit
        open fun selectPoint(point: Vector3!): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CompoundCurve3D : ICurve3D
        Module Contents CompoundCurve3D()
        open fun addCurve(curve: ICurve3D!): Unit
        open fun calculatePoint(point: Vector3!, t: Double): Unit
        protected static val DELTA: Double
        open fun getCurrentTangent(): Vector3!
        open fun getNumCurves(): Int
        protected var mCurrentCurve: ICurve3D!
        protected var mCurves: Stack<ICurve3D!>!
        protected var mNumCurves: Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CompoundCurve3D : ICurve3D
        Module Contents CompoundCurve3D()
        open fun addCurve(curve: ICurve3D!): Unit
        open fun calculatePoint(point: Vector3!, t: Double): Unit
        protected static val DELTA: Double
        open fun getCurrentTangent(): Vector3!
        open fun getNumCurves(): Int
        protected var mCurrentCurve: ICurve3D!
        protected var mCurves: Stack<ICurve3D!>!
        protected var mNumCurves: Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CubicBezierCurve3D : ICurve3D
        Module Contents CubicBezierCurve3D()
        CubicBezierCurve3D(point1: Vector3!, controlPoint1: Vector3!, controlPoint2: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, controlPoint1: Vector3!, controlPoint2: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CubicBezierCurve3D : ICurve3D
        Module Contents CubicBezierCurve3D()
        CubicBezierCurve3D(point1: Vector3!, controlPoint1: Vector3!, controlPoint2: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, controlPoint1: Vector3!, controlPoint2: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      interface ICurve3D
        Module Contents abstract fun calculatePoint(result: Vector3!, t: Double): Unit
        abstract fun getCurrentTangent(): Vector3!
        abstract fun setCalculateTangents(calculateTangents: Boolean): Unit
      interface ICurve3D
        Module Contents abstract fun calculatePoint(result: Vector3!, t: Double): Unit
        abstract fun getCurrentTangent(): Vector3!
        abstract fun setCalculateTangents(calculateTangents: Boolean): Unit
      interface ICurve4D
        Module Contents abstract fun calculatePoint(result: Quaternion!, t: Double): Unit
      interface ICurve4D
        Module Contents abstract fun calculatePoint(result: Quaternion!, t: Double): Unit
      open class LinearBezierCurve3D : ICurve3D
        Module Contents LinearBezierCurve3D()
        LinearBezierCurve3D(point1: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LinearBezierCurve3D : ICurve3D
        Module Contents LinearBezierCurve3D()
        LinearBezierCurve3D(point1: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LogarithmicSpiral3D : ASpiral3D
        Module Contents LogarithmicSpiral3D(density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3!, theta: Double): Unit
        open fun calculatePointDegrees(result: Vector3!, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LogarithmicSpiral3D : ASpiral3D
        Module Contents LogarithmicSpiral3D(density: Double, start: Vector3!, normal: Vector3!, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3!, theta: Double): Unit
        open fun calculatePointDegrees(result: Vector3!, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class Path3D : ICurve3D
        Module Contents Path3D()
        open fun addPoint(point: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3!
        open fun getPoints(): MutableList<Vector3!>!
        open fun hashCode(): Int
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mCurrentTangent: Vector3!
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Vector3!>!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class Path3D : ICurve3D
        Module Contents Path3D()
        open fun addPoint(point: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3!
        open fun getPoints(): MutableList<Vector3!>!
        open fun hashCode(): Int
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mCurrentTangent: Vector3!
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Vector3!>!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class Path4D : ICurve4D
        Module Contents Path4D()
        open fun addPoint(point: Quaternion!): Unit
        open fun calculatePoint(result: Quaternion!, t: Double): Unit
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Quaternion!
        open fun getPoints(): MutableList<Quaternion!>!
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Quaternion!>!
      open class Path4D : ICurve4D
        Module Contents Path4D()
        open fun addPoint(point: Quaternion!): Unit
        open fun calculatePoint(result: Quaternion!, t: Double): Unit
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Quaternion!
        open fun getPoints(): MutableList<Quaternion!>!
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        protected var mIsClosed: Boolean
        protected var mNumPoints: Int
        protected var mPoints: MutableList<Quaternion!>!
      open class QuadraticBezierCurve3D : ICurve3D
        Module Contents QuadraticBezierCurve3D()
        QuadraticBezierCurve3D(point1: Vector3!, controlPoint: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, controlPoint: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class QuadraticBezierCurve3D : ICurve3D
        Module Contents QuadraticBezierCurve3D()
        QuadraticBezierCurve3D(point1: Vector3!, controlPoint: Vector3!, point2: Vector3!)
        open fun addPoint(point1: Vector3!, controlPoint: Vector3!, point2: Vector3!): Unit
        open fun calculatePoint(result: Vector3!, t: Double): Unit
        open fun getCurrentTangent(): Vector3!
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class SVGPath
        Module Contents SVGPath()
        open fun parseResourceString(context: Context!, resourceId: Int): MutableList<CompoundCurve3D!>!
        open fun parseString(pathString: String!): MutableList<CompoundCurve3D!>!
      open class SVGPath
        Module Contents SVGPath()
        open fun parseResourceString(context: Context!, resourceId: Int): MutableList<CompoundCurve3D!>!
        open fun parseString(pathString: String!): MutableList<CompoundCurve3D!>!
    package org.rajawali3d.debug
      Module Contents open class CoordinateTrident : Object3D
        Module Contents CoordinateTrident()
      open class CoordinateTrident : Object3D
        Module Contents CoordinateTrident()
      open class DebugBoundingBox : DebugObject3D
        Module Contents DebugBoundingBox()
        DebugBoundingBox(light: ALight!, color: Int, lineThickness: Int)
        open fun updateBoundingBox(boundingBox: BoundingBox!): Unit
      open class DebugBoundingBox : DebugObject3D
        Module Contents DebugBoundingBox()
        DebugBoundingBox(light: ALight!, color: Int, lineThickness: Int)
        open fun updateBoundingBox(boundingBox: BoundingBox!): Unit
      open class DebugCamera : DebugObject3D
        Module Contents DebugCamera(camera: Camera!)
        DebugCamera(camera: Camera!, color: Int, lineThickness: Int)
        protected var mFrustumCornersTransformed: Array<Vector3!>!
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun updateFrustum(): Unit
      open class DebugCamera : DebugObject3D
        Module Contents DebugCamera(camera: Camera!)
        DebugCamera(camera: Camera!, color: Int, lineThickness: Int)
        protected var mFrustumCornersTransformed: Array<Vector3!>!
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun updateFrustum(): Unit
      open class DebugLight : DebugObject3D
        Module Contents DebugLight(light: ALight!)
        DebugLight(light: ALight!, color: Int, lineThickness: Int)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
      open class DebugLight : DebugObject3D
        Module Contents DebugLight(light: ALight!)
        DebugLight(light: ALight!, color: Int, lineThickness: Int)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
      open class DebugObject3D : Line3D
        Module Contents DebugObject3D()
        DebugObject3D(color: Int, lineThickness: Int)
        protected var mRenderer: Renderer!
        open fun setRenderer(renderer: Renderer!): Unit
      open class DebugObject3D : Line3D
        Module Contents DebugObject3D()
        DebugObject3D(color: Int, lineThickness: Int)
        protected var mRenderer: Renderer!
        open fun setRenderer(renderer: Renderer!): Unit
      abstract class DebugRenderer : Renderer
        Module Contents DebugRenderer(context: Context!, debugConfig: GLDebugger.Builder!, registerForResources: Boolean)
        open fun onRenderFrame(gl: GL10!): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
      abstract class DebugRenderer : Renderer
        Module Contents DebugRenderer(context: Context!, debugConfig: GLDebugger.Builder!, registerForResources: Boolean)
        open fun onRenderFrame(gl: GL10!): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
      open class DebugVisualizer : Object3D
        Module Contents DebugVisualizer(renderer: Renderer!)
        open fun addChild(child: DebugObject3D!): Unit
      open class DebugVisualizer : Object3D
        Module Contents DebugVisualizer(renderer: Renderer!)
        open fun addChild(child: DebugObject3D!): Unit
      open class GLDebugger
        Module Contents class Builder
          Module Contents Builder()
          fun build(): GLDebugger!
          fun checkAllGLErrors(): Unit
          fun checkSameThread(): Unit
          fun enableLogArgumentNames(): Unit
          fun setEGL(egl: EGL!): Unit
          fun setGL(gl: GL!): Unit
        open fun getEGL(): EGL!
        open fun getGL(): GL10!
      open class GLDebugger
        Module Contents class Builder
          Module Contents Builder()
          fun build(): GLDebugger!
          fun checkAllGLErrors(): Unit
          fun checkSameThread(): Unit
          fun enableLogArgumentNames(): Unit
          fun setEGL(egl: EGL!): Unit
          fun setGL(gl: GL!): Unit
        open fun getEGL(): EGL!
        open fun getGL(): GL10!
      open class GridFloor : DebugObject3D
        Module Contents GridFloor()
        GridFloor(size: Float)
        GridFloor(size: Float, color: Int, lineThickness: Int, numLines: Int)
      open class GridFloor : DebugObject3D
        Module Contents GridFloor()
        GridFloor(size: Float)
        GridFloor(size: Float, color: Int, lineThickness: Int, numLines: Int)
      open class NormalsObject3D : DebugObject3D
        Module Contents NormalsObject3D(o: Object3D!)
        NormalsObject3D(o: Object3D!, lineThinkness: Int)
        NormalsObject3D(o: Object3D!, lineThinkness: Int, normalLength: Float)
        NormalsObject3D(o: Object3D!, lineThinkness: Int, normalLength: Float, color: Int)
      open class NormalsObject3D : DebugObject3D
        Module Contents NormalsObject3D(o: Object3D!)
        NormalsObject3D(o: Object3D!, lineThinkness: Int)
        NormalsObject3D(o: Object3D!, lineThinkness: Int, normalLength: Float)
        NormalsObject3D(o: Object3D!, lineThinkness: Int, normalLength: Float, color: Int)
    package org.rajawali3d.extras
      Module Contents open class LensFlare
        Module Contents LensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!)
        open fun addLensFlare(texture: ASingleTexture!): Unit
        open fun addLensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!): Unit
        open fun addLensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!, opacity: Double): Unit
        open class FlareInfo
          Module Contents FlareInfo(texture: ASingleTexture!, size: Int, distance: Double, screenPosition: Vector3!, color: Vector3!, opacity: Double)
          open fun getColor(): Vector3!
          open fun getDistance(): Double
          open fun getOpacity(): Double
          open fun getRotation(): Double
          open fun getScale(): Double
          open fun getScreenPosition(): Vector3!
          open fun getSize(): Int
          open fun getTexture(): ASingleTexture!
          open fun getWantedRotation(): Double
          protected var mColor: Vector3!
          protected var mDistance: Double
          protected var mOpacity: Double
          protected var mRotation: Double
          protected var mScale: Double
          protected var mScreenPosition: Vector3!
          protected var mSize: Int
          protected var mTexture: ASingleTexture!
          protected var mWantedRotation: Double
          open fun setColor(color: DoubleArray!): Unit
          open fun setColor(color: Vector3!): Unit
          open fun setDistance(distance: Double): Unit
          open fun setOpacity(opacity: Double): Unit
          open fun setRotation(rotation: Double): Unit
          open fun setScale(scale: Double): Unit
          open fun setScreenPosition(x: Double, y: Double): Unit
          open fun setScreenPosition(screenPosition: DoubleArray!): Unit
          open fun setScreenPosition(screenPosition: Vector3!): Unit
          open fun setSize(size: Int): Unit
          open fun setTexture(texture: ASingleTexture!): Unit
          open fun setWantedRotation(wantedRotation: Double): Unit
        open fun getLensFlares(): ArrayList<LensFlare.FlareInfo!>!
        open fun getPosition(): Vector3!
        open fun getPositionScreen(): Vector3!
        protected var mLensFlares: ArrayList<LensFlare.FlareInfo!>!
        protected var mOccluded: Boolean
        protected var mPosition: Vector3!
        protected var mPositionScreen: Vector3!
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setPosition(position: Vector3!): Unit
        open fun setPositionScreen(x: Double, y: Double, z: Double): Unit
        open fun setPositionScreen(position: Vector3!): Unit
        open fun updateLensFlares(): Unit
      open class LensFlare
        Module Contents LensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!)
        open fun addLensFlare(texture: ASingleTexture!): Unit
        open fun addLensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!): Unit
        open fun addLensFlare(texture: ASingleTexture!, size: Int, distance: Double, color: Vector3!, opacity: Double): Unit
        open class FlareInfo
          Module Contents FlareInfo(texture: ASingleTexture!, size: Int, distance: Double, screenPosition: Vector3!, color: Vector3!, opacity: Double)
          open fun getColor(): Vector3!
          open fun getDistance(): Double
          open fun getOpacity(): Double
          open fun getRotation(): Double
          open fun getScale(): Double
          open fun getScreenPosition(): Vector3!
          open fun getSize(): Int
          open fun getTexture(): ASingleTexture!
          open fun getWantedRotation(): Double
          protected var mColor: Vector3!
          protected var mDistance: Double
          protected var mOpacity: Double
          protected var mRotation: Double
          protected var mScale: Double
          protected var mScreenPosition: Vector3!
          protected var mSize: Int
          protected var mTexture: ASingleTexture!
          protected var mWantedRotation: Double
          open fun setColor(color: DoubleArray!): Unit
          open fun setColor(color: Vector3!): Unit
          open fun setDistance(distance: Double): Unit
          open fun setOpacity(opacity: Double): Unit
          open fun setRotation(rotation: Double): Unit
          open fun setScale(scale: Double): Unit
          open fun setScreenPosition(x: Double, y: Double): Unit
          open fun setScreenPosition(screenPosition: DoubleArray!): Unit
          open fun setScreenPosition(screenPosition: Vector3!): Unit
          open fun setSize(size: Int): Unit
          open fun setTexture(texture: ASingleTexture!): Unit
          open fun setWantedRotation(wantedRotation: Double): Unit
        open fun getLensFlares(): ArrayList<LensFlare.FlareInfo!>!
        open fun getPosition(): Vector3!
        open fun getPositionScreen(): Vector3!
        protected var mLensFlares: ArrayList<LensFlare.FlareInfo!>!
        protected var mOccluded: Boolean
        protected var mPosition: Vector3!
        protected var mPositionScreen: Vector3!
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setPosition(position: Vector3!): Unit
        open fun setPositionScreen(x: Double, y: Double, z: Double): Unit
        open fun setPositionScreen(position: Vector3!): Unit
        open fun updateLensFlares(): Unit
    package org.rajawali3d.lights
      Module Contents abstract class ALight : ATransformable3D
        Module Contents ALight(lightType: Int)
        static val DIRECTIONAL_LIGHT: Int
        open fun getColor(): FloatArray!
        open fun getLightType(): Int
        open fun getPositionArray(): DoubleArray!
        open fun getPower(): Float
        protected val mColor: FloatArray!
        protected val mDirectionArray: DoubleArray!
        protected val mPositionArray: DoubleArray!
        protected var mPower: Float
        protected var mUseObjectTransform: Boolean
        static val POINT_LIGHT: Int
        open fun setColor(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3!): Unit
        open fun setLightType(lightType: Int): Unit
        open fun setPower(power: Float): Unit
        open fun shouldUseObjectTransform(): Boolean
        open fun shouldUseObjectTransform(useObjectTransform: Boolean): Unit
        static val SPOT_LIGHT: Int
      abstract class ALight : ATransformable3D
        Module Contents ALight(lightType: Int)
        static val DIRECTIONAL_LIGHT: Int
        open fun getColor(): FloatArray!
        open fun getLightType(): Int
        open fun getPositionArray(): DoubleArray!
        open fun getPower(): Float
        protected val mColor: FloatArray!
        protected val mDirectionArray: DoubleArray!
        protected val mPositionArray: DoubleArray!
        protected var mPower: Float
        protected var mUseObjectTransform: Boolean
        static val POINT_LIGHT: Int
        open fun setColor(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3!): Unit
        open fun setLightType(lightType: Int): Unit
        open fun setPower(power: Float): Unit
        open fun shouldUseObjectTransform(): Boolean
        open fun shouldUseObjectTransform(useObjectTransform: Boolean): Unit
        static val SPOT_LIGHT: Int
      open class DirectionalLight : ALight
        Module Contents DirectionalLight()
        DirectionalLight(xDir: Double, yDir: Double, zDir: Double)
        open fun getDirection(): DoubleArray!
        open fun getDirectionVector(): Vector3!
        protected var mDirection: DoubleArray!
        protected var mDirectionVec: Vector3!
        protected val mForwardAxis: Vector3!
        open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
      open class DirectionalLight : ALight
        Module Contents DirectionalLight()
        DirectionalLight(xDir: Double, yDir: Double, zDir: Double)
        open fun getDirection(): DoubleArray!
        open fun getDirectionVector(): Vector3!
        protected var mDirection: DoubleArray!
        protected var mDirectionVec: Vector3!
        protected val mForwardAxis: Vector3!
        open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
      open class PointLight : ALight
        Module Contents PointLight()
        open fun getAttenuation(): FloatArray!
        protected var mAttenuation: FloatArray!
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
      open class PointLight : ALight
        Module Contents PointLight()
        open fun getAttenuation(): FloatArray!
        protected var mAttenuation: FloatArray!
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
      open class SpotLight : DirectionalLight
        Module Contents SpotLight()
        SpotLight(xDir: Float, yDir: Float, zDir: Float)
        open fun getAttenuation(): FloatArray!
        open fun getCutoffAngle(): Float
        open fun getFalloff(): Float
        protected var mAttenuation: FloatArray!
        protected var mCutoffAngle: Float
        protected var mFalloff: Float
        protected var mMaxCutoffAngle: Float
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
        open fun setCutoffAngle(cutoffAng: Float): Unit
        open fun setFalloff(falloff: Float): Unit
      open class SpotLight : DirectionalLight
        Module Contents SpotLight()
        SpotLight(xDir: Float, yDir: Float, zDir: Float)
        open fun getAttenuation(): FloatArray!
        open fun getCutoffAngle(): Float
        open fun getFalloff(): Float
        protected var mAttenuation: FloatArray!
        protected var mCutoffAngle: Float
        protected var mFalloff: Float
        protected var mMaxCutoffAngle: Float
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
        open fun setCutoffAngle(cutoffAng: Float): Unit
        open fun setFalloff(falloff: Float): Unit
    package org.rajawali3d.loader
      Module Contents abstract class ALoader : ILoader
        Module Contents ALoader(file: File!)
        ALoader(fileOnSDCard: String!)
        ALoader(renderer: Renderer!, fileOnSDCard: String!)
        ALoader(renderer: Renderer!, resourceId: Int)
        ALoader(resources: Resources!, resourceId: Int)
        ALoader(renderer: Renderer!, file: File!)
        protected open fun getBufferedInputStream(): BufferedInputStream!
        protected open fun getBufferedInputStream(size: Int): BufferedInputStream!
        protected open fun getBufferedReader(): BufferedReader!
        protected open fun getBufferedReader(size: Int): BufferedReader!
        protected open fun getFileNameWithoutExtension(fileName: String!): String!
        protected open fun getLittleEndianInputStream(): LittleEndianDataInputStream!
        protected open fun getLittleEndianInputStream(size: Int): LittleEndianDataInputStream!
        protected open fun getOnlyFileName(fileName: String!): String!
        open fun getTag(): Int
        protected var mFile: File!
        protected var mFileOnSDCard: String!
        protected var mResourceId: Int
        protected var mResources: Resources!
        protected var mTag: Int
        open fun parse(): ILoader!
        protected open fun readFloat(stream: InputStream!): Float
        protected open fun readInt(stream: InputStream!): Int
        protected open fun readShort(stream: InputStream!): Int
        protected open fun readString(stream: InputStream!): String!
        open fun setTag(tag: Int): Unit
      abstract class ALoader : ILoader
        Module Contents ALoader(file: File!)
        ALoader(fileOnSDCard: String!)
        ALoader(renderer: Renderer!, fileOnSDCard: String!)
        ALoader(renderer: Renderer!, resourceId: Int)
        ALoader(resources: Resources!, resourceId: Int)
        ALoader(renderer: Renderer!, file: File!)
        protected open fun getBufferedInputStream(): BufferedInputStream!
        protected open fun getBufferedInputStream(size: Int): BufferedInputStream!
        protected open fun getBufferedReader(): BufferedReader!
        protected open fun getBufferedReader(size: Int): BufferedReader!
        protected open fun getFileNameWithoutExtension(fileName: String!): String!
        protected open fun getLittleEndianInputStream(): LittleEndianDataInputStream!
        protected open fun getLittleEndianInputStream(size: Int): LittleEndianDataInputStream!
        protected open fun getOnlyFileName(fileName: String!): String!
        open fun getTag(): Int
        protected var mFile: File!
        protected var mFileOnSDCard: String!
        protected var mResourceId: Int
        protected var mResources: Resources!
        protected var mTag: Int
        open fun parse(): ILoader!
        protected open fun readFloat(stream: InputStream!): Float
        protected open fun readInt(stream: InputStream!): Int
        protected open fun readShort(stream: InputStream!): Int
        protected open fun readString(stream: InputStream!): String!
        open fun setTag(tag: Int): Unit
      abstract class AMeshLoader : ALoader, IMeshLoader
        Module Contents AMeshLoader(file: File!)
        AMeshLoader(fileOnSDCard: String!)
        AMeshLoader(renderer: Renderer!, fileOnSDCard: String!)
        AMeshLoader(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        AMeshLoader(renderer: Renderer!, file: File!)
        open fun getParsedObject(): Object3D!
        protected open class MaterialDef
          Module Contents protected MaterialDef()
          var alpha: Float
          var alphaTexture: String!
          var ambientColor: Int
          var ambientTexture: String!
          var bumpTexture: String!
          var diffuseColor: Int
          var diffuseTexture: String!
          var name: String!
          var specularCoefficient: Float
          var specularColor: Int
          var specularColorTexture: String!
          var specularHighlightTexture: String!
        protected var mRootObject: Object3D!
        protected var mTextureManager: TextureManager!
        open fun parse(): AMeshLoader!
      abstract class AMeshLoader : ALoader, IMeshLoader
        Module Contents AMeshLoader(file: File!)
        AMeshLoader(fileOnSDCard: String!)
        AMeshLoader(renderer: Renderer!, fileOnSDCard: String!)
        AMeshLoader(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        AMeshLoader(renderer: Renderer!, file: File!)
        open fun getParsedObject(): Object3D!
        protected open class MaterialDef
          Module Contents protected MaterialDef()
          var alpha: Float
          var alphaTexture: String!
          var ambientColor: Int
          var ambientTexture: String!
          var bumpTexture: String!
          var diffuseColor: Int
          var diffuseTexture: String!
          var name: String!
          var specularCoefficient: Float
          var specularColor: Int
          var specularColorTexture: String!
          var specularHighlightTexture: String!
        protected var mRootObject: Object3D!
        protected var mTextureManager: TextureManager!
        open fun parse(): AMeshLoader!
      interface IAnimatedMeshLoader : ILoader
        Module Contents abstract fun getParsedAnimationObject(): AAnimationObject3D!
      interface IAnimatedMeshLoader : ILoader
        Module Contents abstract fun getParsedAnimationObject(): AAnimationObject3D!
      interface IAnimationSequenceLoader : ILoader
        Module Contents abstract fun getParsedAnimationSequence(): IAnimationSequence!
      interface IAnimationSequenceLoader : ILoader
        Module Contents abstract fun getParsedAnimationSequence(): IAnimationSequence!
      interface ILoader
        Module Contents abstract fun parse(): ILoader!
      interface ILoader
        Module Contents abstract fun parse(): ILoader!
      interface IMeshLoader : ILoader
        Module Contents abstract fun getParsedObject(): Object3D!
      interface IMeshLoader : ILoader
        Module Contents abstract fun getParsedObject(): Object3D!
      interface IParser
        Module Contents abstract fun parse(): IParser!
      interface IParser
        Module Contents abstract fun parse(): IParser!
      open class Loader3DSMax : AMeshLoader
        Module Contents Loader3DSMax(renderer: Renderer!, resourceID: Int)
        Loader3DSMax(renderer: Renderer!, file: File!)
        open fun build(): Unit
        open fun clear(): Unit
        open fun parse(): AMeshLoader!
        protected open fun readFaces(buffer: InputStream!): Unit
        protected open fun readFloat(stream: InputStream!): Float
        protected open fun readHeader(stream: InputStream!): Unit
        protected open fun readInt(stream: InputStream!): Int
        protected open fun readShort(stream: InputStream!): Int
        protected open fun readString(stream: InputStream!): String!
        protected open fun readTexCoords(buffer: InputStream!): Unit
        protected open fun readVertices(buffer: InputStream!): Unit
        protected open fun skipRead(stream: InputStream!): Unit
      open class Loader3DSMax : AMeshLoader
        Module Contents Loader3DSMax(renderer: Renderer!, resourceID: Int)
        Loader3DSMax(renderer: Renderer!, file: File!)
        open fun build(): Unit
        open fun clear(): Unit
        open fun parse(): AMeshLoader!
        protected open fun readFaces(buffer: InputStream!): Unit
        protected open fun readFloat(stream: InputStream!): Float
        protected open fun readHeader(stream: InputStream!): Unit
        protected open fun readInt(stream: InputStream!): Int
        protected open fun readShort(stream: InputStream!): Int
        protected open fun readString(stream: InputStream!): String!
        protected open fun readTexCoords(buffer: InputStream!): Unit
        protected open fun readVertices(buffer: InputStream!): Unit
        protected open fun skipRead(stream: InputStream!): Unit
      open class LoaderAWD : AMeshLoader
        Module Contents LoaderAWD(renderer: Renderer!, file: File!)
        LoaderAWD(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderAWD(renderer: Renderer!, fileOnSDCard: String!)
        protected var awdHeaderAccuracyGeo: Boolean
        protected var awdHeaderAccuracyMatrix: Boolean
        protected var awdHeaderAccuracyProps: Boolean
        protected var awdHeaderBodyLength: Long
        protected var awdHeaderCompression: Int
        protected var awdHeaderFlags: Int
        protected var awdHeaderRevision: Int
        protected var awdHeaderVersion: Int
        class AWDLittleEndianDataInputStream : LittleEndianDataInputStream
          Module Contents AWDLittleEndianDataInputStream(in: InputStream!)
          class Precision
            Module Contents GEO
            MATRIX
            PROPS
          fun readMatrix2D(matrix: FloatArray!): Unit
          fun readMatrix3D(matrix: Matrix4!, usePrecision: Boolean, convert: Boolean): Unit
          fun readPrecisionNumber(usePrecision: Boolean): Double
          fun readProperties(): Unit
          fun readProperties(expected: SparseArray<Short!>!): LoaderAWD.AwdProperties!
          fun readUserAttributes(attributes: HashMap<String!, Any!>!): HashMap<String!, Any!>!
          fun readVarString(): String!
          fun setPropertyPrecision(flag: Boolean): Unit
          static val TYPE_AWDBYTEARRAY: Short
          static val TYPE_AWDSTRING: Short
          static val TYPE_BADDR: Short
          static val TYPE_BOOL: Short
          static val TYPE_COLOR: Short
          static val TYPE_FLOAT32: Short
          static val TYPE_FLOAT64: Short
          static val TYPE_INT16: Short
          static val TYPE_INT32: Short
          static val TYPE_INT8: Short
          static val TYPE_MTX3x2: Short
          static val TYPE_MTX3x3: Short
          static val TYPE_MTX4x3: Short
          static val TYPE_MTX4x4: Short
          static val TYPE_NR: Short
          static val TYPE_UINT16: Short
          static val TYPE_UINT32: Short
          static val TYPE_UINT8: Short
          static val TYPE_VECTOR2x1: Short
          static val TYPE_VECTOR3x1: Short
          static val TYPE_VECTOR4x1: Short
        class AwdProperties : HashMap<Short!, Any!>
          Module Contents AwdProperties()
          fun get(key: Short, fallback: Any!): Any!
        protected val baseObjects: MutableList<Object3D!>!
        protected val blockDataList: SparseArray<LoaderAWD.BlockHeader!>!
        class BlockHeader
          Module Contents BlockHeader()
          var awdRevision: Int
          var awdVersion: Int
          var blockEnd: Long
          var blockHeaders: SparseArray<LoaderAWD.BlockHeader!>!
          var dataLength: Long
          static val FLAG_ACCURACY_GEO: Int
          static val FLAG_ACCURACY_MATRIX: Int
          static val FLAG_ACCURACY_PROPS: Int
          var flags: Int
          var globalPrecisionGeo: Boolean
          var globalPrecisionMatrix: Boolean
          var globalPrecisionProps: Boolean
          var id: Int
          var namespace: Int
          var parser: ABlockParser!
          fun toString(): String
          var type: Int
        protected static val FLAG_BLOCK_HEADER_PRECISION: Int
        protected static val FLAG_HEADER_COMPRESSION: Int
        protected static val FLAG_HEADER_GEOMETRY_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_MATRIX_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_PROPERTIES_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_STREAMING: Int
        open fun getBlockByID(blockID: Int): LoaderAWD.BlockHeader!
        protected open static fun getClassID(namespace: Int, typeID: Int): Int
        open fun getCompression(): Compression!
        protected open fun getLittleEndianInputStream(size: Int): LoaderAWD.AWDLittleEndianDataInputStream!
        open fun getParsedObject(): Object3D!
        interface IBlockParser
          Module Contents abstract fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected open fun init(): Unit
        protected var mAlwaysUseContainer: Boolean
        protected static val NS_AWD: Byte
        open fun onBlockParsingFinished(blockParsers: MutableList<LoaderAWD.IBlockParser!>!): Unit
        protected open fun onRegisterBlockClasses(blockParserClassesMap: SparseArray<Class<out ABlockParser!>!>!): Unit
        open fun parse(): AMeshLoader!
        open fun setAlwaysUseContainer(flag: Boolean): Unit
      open class LoaderAWD : AMeshLoader
        Module Contents LoaderAWD(renderer: Renderer!, file: File!)
        LoaderAWD(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderAWD(renderer: Renderer!, fileOnSDCard: String!)
        protected var awdHeaderAccuracyGeo: Boolean
        protected var awdHeaderAccuracyMatrix: Boolean
        protected var awdHeaderAccuracyProps: Boolean
        protected var awdHeaderBodyLength: Long
        protected var awdHeaderCompression: Int
        protected var awdHeaderFlags: Int
        protected var awdHeaderRevision: Int
        protected var awdHeaderVersion: Int
        class AWDLittleEndianDataInputStream : LittleEndianDataInputStream
          Module Contents AWDLittleEndianDataInputStream(in: InputStream!)
          class Precision
            Module Contents GEO
            MATRIX
            PROPS
          fun readMatrix2D(matrix: FloatArray!): Unit
          fun readMatrix3D(matrix: Matrix4!, usePrecision: Boolean, convert: Boolean): Unit
          fun readPrecisionNumber(usePrecision: Boolean): Double
          fun readProperties(): Unit
          fun readProperties(expected: SparseArray<Short!>!): LoaderAWD.AwdProperties!
          fun readUserAttributes(attributes: HashMap<String!, Any!>!): HashMap<String!, Any!>!
          fun readVarString(): String!
          fun setPropertyPrecision(flag: Boolean): Unit
          static val TYPE_AWDBYTEARRAY: Short
          static val TYPE_AWDSTRING: Short
          static val TYPE_BADDR: Short
          static val TYPE_BOOL: Short
          static val TYPE_COLOR: Short
          static val TYPE_FLOAT32: Short
          static val TYPE_FLOAT64: Short
          static val TYPE_INT16: Short
          static val TYPE_INT32: Short
          static val TYPE_INT8: Short
          static val TYPE_MTX3x2: Short
          static val TYPE_MTX3x3: Short
          static val TYPE_MTX4x3: Short
          static val TYPE_MTX4x4: Short
          static val TYPE_NR: Short
          static val TYPE_UINT16: Short
          static val TYPE_UINT32: Short
          static val TYPE_UINT8: Short
          static val TYPE_VECTOR2x1: Short
          static val TYPE_VECTOR3x1: Short
          static val TYPE_VECTOR4x1: Short
        class AwdProperties : HashMap<Short!, Any!>
          Module Contents AwdProperties()
          fun get(key: Short, fallback: Any!): Any!
        protected val baseObjects: MutableList<Object3D!>!
        protected val blockDataList: SparseArray<LoaderAWD.BlockHeader!>!
        class BlockHeader
          Module Contents BlockHeader()
          var awdRevision: Int
          var awdVersion: Int
          var blockEnd: Long
          var blockHeaders: SparseArray<LoaderAWD.BlockHeader!>!
          var dataLength: Long
          static val FLAG_ACCURACY_GEO: Int
          static val FLAG_ACCURACY_MATRIX: Int
          static val FLAG_ACCURACY_PROPS: Int
          var flags: Int
          var globalPrecisionGeo: Boolean
          var globalPrecisionMatrix: Boolean
          var globalPrecisionProps: Boolean
          var id: Int
          var namespace: Int
          var parser: ABlockParser!
          fun toString(): String
          var type: Int
        protected static val FLAG_BLOCK_HEADER_PRECISION: Int
        protected static val FLAG_HEADER_COMPRESSION: Int
        protected static val FLAG_HEADER_GEOMETRY_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_MATRIX_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_PROPERTIES_STORAGE_PRECISION: Int
        protected static val FLAG_HEADER_STREAMING: Int
        open fun getBlockByID(blockID: Int): LoaderAWD.BlockHeader!
        protected open static fun getClassID(namespace: Int, typeID: Int): Int
        open fun getCompression(): Compression!
        protected open fun getLittleEndianInputStream(size: Int): LoaderAWD.AWDLittleEndianDataInputStream!
        open fun getParsedObject(): Object3D!
        interface IBlockParser
          Module Contents abstract fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected open fun init(): Unit
        protected var mAlwaysUseContainer: Boolean
        protected static val NS_AWD: Byte
        open fun onBlockParsingFinished(blockParsers: MutableList<LoaderAWD.IBlockParser!>!): Unit
        protected open fun onRegisterBlockClasses(blockParserClassesMap: SparseArray<Class<out ABlockParser!>!>!): Unit
        open fun parse(): AMeshLoader!
        open fun setAlwaysUseContainer(flag: Boolean): Unit
      open class LoaderGCode : AMeshLoader
        Module Contents LoaderGCode(filename: String!)
        LoaderGCode(file: File!)
        LoaderGCode(renderer: Renderer!, file: File!)
        LoaderGCode(renderer: Renderer!, fileOnSDCard: String!)
        LoaderGCode(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        class GCodeFlavor
          Module Contents static fun fromString(val: String!): LoaderGCode.GCodeFlavor!
          fun getVal(): Int
          SKEINFORGE
          SLIC3R
          fun toString(): String
          UNKNOWN
        open class GCodeLayer
          Module Contents GCodeLayer()
          open fun getPoints(): Stack<Vector3!>!
          open fun setPoints(points: Stack<Vector3!>!): Unit
        open class GCodeLine
          Module Contents GCodeLine()
          GCodeLine(in: String!)
          open fun getE(): Float
          open fun getF(): Float
          open fun getOrigin_e(): Float
          open fun getOrigin_f(): Float
          open fun getOrigin_x(): Float
          open fun getOrigin_y(): Float
          open fun getOrigin_z(): Float
          open fun getX(): Float
          open fun getY(): Float
          open fun getZ(): Float
          open fun init(): Unit
          open fun setE(e: Float): Unit
          open fun setF(f: Float): Unit
          open fun setOrigin(line: LoaderGCode.GCodeLine!): Unit
          open fun setOrigin_e(origin_e: Float): Unit
          open fun setOrigin_f(origin_f: Float): Unit
          open fun setOrigin_x(origin_x: Float): Unit
          open fun setOrigin_y(origin_y: Float): Unit
          open fun setOrigin_z(origin_z: Float): Unit
          open fun setX(x: Float): Unit
          open fun setY(y: Float): Unit
          open fun setZ(z: Float): Unit
        class GCodeParseException : ParsingException
          Module Contents GCodeParseException(msg: String!)
        protected open fun getBufferedInputStream(): BufferedInputStream!
        open fun getMetaData(): HashMap<String!, String!>!
        open fun init(): Unit
        open fun parse(): AMeshLoader!
        protected open fun readGCode(buffer: BufferedInputStream!): Object3D!
        protected open fun readSkeinforgeComments(buffer: BufferedInputStream!): HashMap<String!, String!>!
        protected open fun readSlic3rComments(buffer: BufferedInputStream!): HashMap<String!, String!>!
        open fun setMetaData(metaData: HashMap<String!, String!>!): Unit
        class SupportedCommands
          Module Contents static fun fromString(val: String!): LoaderGCode.SupportedCommands!
          G1
          G21
          G90
          G91
          G92
          fun getVal(): Int
          M82
          M84
          fun toString(): String
        static fun tasteFlavor(file: File!): LoaderGCode.GCodeFlavor!
        static fun tasteFlavor(res: Resources!, resId: Int): LoaderGCode.GCodeFlavor!
        static fun tasteFlavor(buffer: BufferedInputStream!): LoaderGCode.GCodeFlavor!
      open class LoaderGCode : AMeshLoader
        Module Contents LoaderGCode(filename: String!)
        LoaderGCode(file: File!)
        LoaderGCode(renderer: Renderer!, file: File!)
        LoaderGCode(renderer: Renderer!, fileOnSDCard: String!)
        LoaderGCode(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        class GCodeFlavor
          Module Contents static fun fromString(val: String!): LoaderGCode.GCodeFlavor!
          fun getVal(): Int
          SKEINFORGE
          SLIC3R
          fun toString(): String
          UNKNOWN
        open class GCodeLayer
          Module Contents GCodeLayer()
          open fun getPoints(): Stack<Vector3!>!
          open fun setPoints(points: Stack<Vector3!>!): Unit
        open class GCodeLine
          Module Contents GCodeLine()
          GCodeLine(in: String!)
          open fun getE(): Float
          open fun getF(): Float
          open fun getOrigin_e(): Float
          open fun getOrigin_f(): Float
          open fun getOrigin_x(): Float
          open fun getOrigin_y(): Float
          open fun getOrigin_z(): Float
          open fun getX(): Float
          open fun getY(): Float
          open fun getZ(): Float
          open fun init(): Unit
          open fun setE(e: Float): Unit
          open fun setF(f: Float): Unit
          open fun setOrigin(line: LoaderGCode.GCodeLine!): Unit
          open fun setOrigin_e(origin_e: Float): Unit
          open fun setOrigin_f(origin_f: Float): Unit
          open fun setOrigin_x(origin_x: Float): Unit
          open fun setOrigin_y(origin_y: Float): Unit
          open fun setOrigin_z(origin_z: Float): Unit
          open fun setX(x: Float): Unit
          open fun setY(y: Float): Unit
          open fun setZ(z: Float): Unit
        class GCodeParseException : ParsingException
          Module Contents GCodeParseException(msg: String!)
        protected open fun getBufferedInputStream(): BufferedInputStream!
        open fun getMetaData(): HashMap<String!, String!>!
        open fun init(): Unit
        open fun parse(): AMeshLoader!
        protected open fun readGCode(buffer: BufferedInputStream!): Object3D!
        protected open fun readSkeinforgeComments(buffer: BufferedInputStream!): HashMap<String!, String!>!
        protected open fun readSlic3rComments(buffer: BufferedInputStream!): HashMap<String!, String!>!
        open fun setMetaData(metaData: HashMap<String!, String!>!): Unit
        class SupportedCommands
          Module Contents static fun fromString(val: String!): LoaderGCode.SupportedCommands!
          G1
          G21
          G90
          G91
          G92
          fun getVal(): Int
          M82
          M84
          fun toString(): String
        static fun tasteFlavor(file: File!): LoaderGCode.GCodeFlavor!
        static fun tasteFlavor(res: Resources!, resId: Int): LoaderGCode.GCodeFlavor!
        static fun tasteFlavor(buffer: BufferedInputStream!): LoaderGCode.GCodeFlavor!
      open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD2(renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD2(renderer: Renderer!, resourceId: Int)
        LoaderMD2(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderMD2(renderer: Renderer!, file: File!)
        open fun duplicateAndAppendVertices(frameNumber: Int, indices: IntArray!): Unit
        open fun getParsedAnimationObject(): AAnimationObject3D!
        open fun parse(): LoaderMD2!
      open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD2(renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD2(renderer: Renderer!, resourceId: Int)
        LoaderMD2(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderMD2(renderer: Renderer!, file: File!)
        open fun duplicateAndAppendVertices(frameNumber: Int, indices: IntArray!): Unit
        open fun getParsedAnimationObject(): AAnimationObject3D!
        open fun parse(): LoaderMD2!
      open class LoaderOBJ : AMeshLoader
        Module Contents LoaderOBJ(renderer: Renderer!, fileOnSDCard: String!)
        LoaderOBJ(renderer: Renderer!, resourceId: Int)
        LoaderOBJ(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderOBJ(renderer: Renderer!, file: File!)
        protected val DIFFUSE_COLOR: String!
        protected val DIFFUSE_TEX_MAP: String!
        protected val FACE: String!
        protected val GROUP: String!
        protected val MATERIAL_LIB: String!
        protected open class MaterialLib
          Module Contents MaterialLib()
          open fun parse(materialLibPath: String!, resourceType: String!, resourcePackage: String!): Unit
          open fun setMaterial(object: Object3D!, materialName: String!): Unit
        protected val NEW_MATERIAL: String!
        protected val NORMAL: String!
        protected val OBJECT: String!
        protected open class ObjIndexData
          Module Contents ObjIndexData(targetObj: Object3D!)
          var colorIndices: ArrayList<Int!>!
          var materialName: String!
          var normalIndices: ArrayList<Int!>!
          var targetObj: Object3D!
          var texCoordIndices: ArrayList<Int!>!
          var vertexIndices: ArrayList<Int!>!
        open fun parse(): LoaderOBJ!
        open fun parse(offsetCentroids: Boolean): LoaderOBJ!
        protected val TEXCOORD: String!
        open fun toString(): String
        protected val USE_MATERIAL: String!
        protected val VERTEX: String!
      open class LoaderOBJ : AMeshLoader
        Module Contents LoaderOBJ(renderer: Renderer!, fileOnSDCard: String!)
        LoaderOBJ(renderer: Renderer!, resourceId: Int)
        LoaderOBJ(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderOBJ(renderer: Renderer!, file: File!)
        protected val DIFFUSE_COLOR: String!
        protected val DIFFUSE_TEX_MAP: String!
        protected val FACE: String!
        protected val GROUP: String!
        protected val MATERIAL_LIB: String!
        protected open class MaterialLib
          Module Contents MaterialLib()
          open fun parse(materialLibPath: String!, resourceType: String!, resourcePackage: String!): Unit
          open fun setMaterial(object: Object3D!, materialName: String!): Unit
        protected val NEW_MATERIAL: String!
        protected val NORMAL: String!
        protected val OBJECT: String!
        protected open class ObjIndexData
          Module Contents ObjIndexData(targetObj: Object3D!)
          var colorIndices: ArrayList<Int!>!
          var materialName: String!
          var normalIndices: ArrayList<Int!>!
          var targetObj: Object3D!
          var texCoordIndices: ArrayList<Int!>!
          var vertexIndices: ArrayList<Int!>!
        open fun parse(): LoaderOBJ!
        open fun parse(offsetCentroids: Boolean): LoaderOBJ!
        protected val TEXCOORD: String!
        open fun toString(): String
        protected val USE_MATERIAL: String!
        protected val VERTEX: String!
      open class LoaderSTL : AMeshLoader
        Module Contents LoaderSTL(renderer: Renderer!, file: File!)
        LoaderSTL(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderSTL(renderer: Renderer!, fileOnSDCard: String!)
        static fun isASCII(file: File!): Boolean
        static fun isASCII(res: Resources!, resId: Int): Boolean
        static fun isASCII(buffer: BufferedReader!): Boolean
        open fun parse(): AMeshLoader!
        open fun parse(type: LoaderSTL.StlType!): AMeshLoader!
        class StlParseException : ParsingException
          Module Contents StlParseException(msg: String!)
        class StlType
          Module Contents ASCII
          BINARY
          UNKNOWN
      open class LoaderSTL : AMeshLoader
        Module Contents LoaderSTL(renderer: Renderer!, file: File!)
        LoaderSTL(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        LoaderSTL(renderer: Renderer!, fileOnSDCard: String!)
        static fun isASCII(file: File!): Boolean
        static fun isASCII(res: Resources!, resId: Int): Boolean
        static fun isASCII(buffer: BufferedReader!): Boolean
        open fun parse(): AMeshLoader!
        open fun parse(type: LoaderSTL.StlType!): AMeshLoader!
        class StlParseException : ParsingException
          Module Contents StlParseException(msg: String!)
        class StlType
          Module Contents ASCII
          BINARY
          UNKNOWN
      open class ParsingException : Exception
        Module Contents ParsingException()
        ParsingException(msg: String!)
        ParsingException(throwable: Throwable!)
        ParsingException(msg: String!, throwable: Throwable!)
      open class ParsingException : Exception
        Module Contents ParsingException()
        ParsingException(msg: String!)
        ParsingException(throwable: Throwable!)
        ParsingException(msg: String!, throwable: Throwable!)
    package org.rajawali3d.loader.async
      Module Contents interface IAsyncLoaderCallback
        Module Contents abstract fun onModelLoadComplete(loader: ALoader!): Unit
        abstract fun onModelLoadFailed(loader: ALoader!): Unit
      interface IAsyncLoaderCallback
        Module Contents abstract fun onModelLoadComplete(loader: ALoader!): Unit
        abstract fun onModelLoadFailed(loader: ALoader!): Unit
    package org.rajawali3d.loader.awd
      Module Contents abstract class ABaseObjectBlockParser : ABlockParser
        Module Contents ABaseObjectBlockParser()
        abstract fun getBaseObject3D(): Object3D!
      abstract class ABaseObjectBlockParser : ABlockParser
        Module Contents ABaseObjectBlockParser()
        abstract fun getBaseObject3D(): Object3D!
      abstract class ABlockLoader : LoaderAWD.IBlockParser
        Module Contents ABlockLoader()
        open fun getBaseObject3D(): Object3D!
        protected fun readProperties(dis: LittleEndianDataInputStream!): Unit
      abstract class ABlockLoader : LoaderAWD.IBlockParser
        Module Contents ABlockLoader()
        open fun getBaseObject3D(): Object3D!
        protected fun readProperties(dis: LittleEndianDataInputStream!): Unit
      abstract class ABlockParser : LoaderAWD.IBlockParser
        Module Contents ABlockParser()
        protected static val FLAG_BLOCK_PRECISION_COMPRESSION: Int
        protected static val FLAG_BLOCK_PRECISION_COMPRESSION_LZMA: Int
        protected static val FLAG_BLOCK_PRECISION_GEOMETRY: Int
        protected static val FLAG_BLOCK_PRECISION_MATRIX: Int
        protected static val FLAG_BLOCK_PRECISION_PROPERTIES: Int
        protected open static fun getDefaultCubeMapTexture(): ATexture!
        protected open static fun getDefaultMaterial(): Material!
        protected open static fun getDefaultTexture(): ATexture!
      abstract class ABlockParser : LoaderAWD.IBlockParser
        Module Contents ABlockParser()
        protected static val FLAG_BLOCK_PRECISION_COMPRESSION: Int
        protected static val FLAG_BLOCK_PRECISION_COMPRESSION_LZMA: Int
        protected static val FLAG_BLOCK_PRECISION_GEOMETRY: Int
        protected static val FLAG_BLOCK_PRECISION_MATRIX: Int
        protected static val FLAG_BLOCK_PRECISION_PROPERTIES: Int
        protected open static fun getDefaultCubeMapTexture(): ATexture!
        protected open static fun getDefaultMaterial(): Material!
        protected open static fun getDefaultTexture(): ATexture!
      abstract class AExportableBlockParser : ABaseObjectBlockParser
        Module Contents AExportableBlockParser()
      abstract class AExportableBlockParser : ABaseObjectBlockParser
        Module Contents AExportableBlockParser()
      abstract class ATextureBlockParser : ABlockParser
        Module Contents ATextureBlockParser()
        abstract fun getMaterial(): Material!
      abstract class ATextureBlockParser : ABlockParser
        Module Contents ATextureBlockParser()
        abstract fun getMaterial(): Material!
      open class BlockAnimationSet : ABlockParser
        Module Contents BlockAnimationSet()
        protected var mAnimSet: Array<IAnimationSequence!>!
        protected var mLookupName: String!
        protected var mNumAnims: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockAnimationSet : ABlockParser
        Module Contents BlockAnimationSet()
        protected var mAnimSet: Array<IAnimationSequence!>!
        protected var mLookupName: String!
        protected var mNumAnims: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockAnimator : ABlockParser
        Module Contents BlockAnimator()
        protected var mActive: Int
        protected var mAnimSet: Array<IAnimationSequence!>!
        protected var mAutoPlay: Boolean
        protected var mLookupName: String!
        protected var mTargets: Array<Object3D!>!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_CONDENSED: Short
        protected static val PROP_SKELETON: Short
      open class BlockAnimator : ABlockParser
        Module Contents BlockAnimator()
        protected var mActive: Int
        protected var mAnimSet: Array<IAnimationSequence!>!
        protected var mAutoPlay: Boolean
        protected var mLookupName: String!
        protected var mTargets: Array<Object3D!>!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_CONDENSED: Short
        protected static val PROP_SKELETON: Short
      open class BlockBitmapTexture : ABlockParser
        Module Contents BlockBitmapTexture()
        open fun getTexture(): Bitmap!
        static val IMAGE_TYPE_EMBEDDED: Byte
        static val IMAGE_TYPE_EXTERNAL: Byte
        protected var mBitmap: Bitmap!
        protected var mDataLength: Long
        protected var mImageType: Byte
        protected var mLookupName: String!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockBitmapTexture : ABlockParser
        Module Contents BlockBitmapTexture()
        open fun getTexture(): Bitmap!
        static val IMAGE_TYPE_EMBEDDED: Byte
        static val IMAGE_TYPE_EXTERNAL: Byte
        protected var mBitmap: Bitmap!
        protected var mDataLength: Long
        protected var mImageType: Byte
        protected var mLookupName: String!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCamera : ABlockParser
        Module Contents BlockCamera()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCamera : ABlockParser
        Module Contents BlockCamera()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCommand : ABlockParser
        Module Contents BlockCommand()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCommand : ABlockParser
        Module Contents BlockCommand()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockContainer : ABaseObjectBlockParser
        Module Contents BlockContainer()
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObject: Object3D!
        protected var mLookupName: String!
        protected var mSceneGraphBlock: SceneGraphBlock!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockContainer : ABaseObjectBlockParser
        Module Contents BlockContainer()
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObject: Object3D!
        protected var mLookupName: String!
        protected var mSceneGraphBlock: SceneGraphBlock!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCubeTexture : ABlockParser
        Module Contents BlockCubeTexture()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockCubeTexture : ABlockParser
        Module Contents BlockCubeTexture()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockLight : ABlockParser
        Module Contents BlockLight()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockLight : ABlockParser
        Module Contents BlockLight()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockLightPicker : ABlockParser
        Module Contents BlockLightPicker()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockLightPicker : ABlockParser
        Module Contents BlockLightPicker()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMeshInstance : AExportableBlockParser
        Module Contents BlockMeshInstance()
        open fun getBaseObject3D(): Object3D!
        protected var mCastsShadow: Boolean
        protected var mGeometry: Object3D!
        protected var mGeometryID: Long
        protected var mSceneGraphBlock: SceneGraphBlock!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_CASTS_SHADOW: Short
      open class BlockMeshInstance : AExportableBlockParser
        Module Contents BlockMeshInstance()
        open fun getBaseObject3D(): Object3D!
        protected var mCastsShadow: Boolean
        protected var mGeometry: Object3D!
        protected var mGeometryID: Long
        protected var mSceneGraphBlock: SceneGraphBlock!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_CASTS_SHADOW: Short
      open class BlockMeshPose : ABlockParser
        Module Contents BlockMeshPose()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMeshPose : ABlockParser
        Module Contents BlockMeshPose()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMeshPoseAnimation : ABlockParser
        Module Contents BlockMeshPoseAnimation()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMeshPoseAnimation : ABlockParser
        Module Contents BlockMeshPoseAnimation()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMetaData : ABlockParser
        Module Contents BlockMetaData()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockMetaData : ABlockParser
        Module Contents BlockMetaData()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockNamespace : ABlockParser
        Module Contents BlockNamespace()
        protected var mNamespace: Int
        protected var mUri: String!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockNamespace : ABlockParser
        Module Contents BlockNamespace()
        protected var mNamespace: Int
        protected var mUri: String!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockPrimitiveGeometry : ABaseObjectBlockParser
        Module Contents BlockPrimitiveGeometry()
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObject: Object3D!
        protected var mLookupName: String!
        protected var mPrimitiveType: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockPrimitiveGeometry : ABaseObjectBlockParser
        Module Contents BlockPrimitiveGeometry()
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObject: Object3D!
        protected var mLookupName: String!
        protected var mPrimitiveType: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockScene : ABlockParser
        Module Contents BlockScene()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockScene : ABlockParser
        Module Contents BlockScene()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockShadowMethod : ABlockParser
        Module Contents BlockShadowMethod()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockShadowMethod : ABlockParser
        Module Contents BlockShadowMethod()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSharedMethod : ABlockParser
        Module Contents BlockSharedMethod()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSharedMethod : ABlockParser
        Module Contents BlockSharedMethod()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSimpleMaterial : ATextureBlockParser
        Module Contents BlockSimpleMaterial()
        open fun getMaterial(): Material!
        static val MATERIAL_TYPE_COLOR: Byte
        static val MATERIAL_TYPE_TEXTURE: Byte
        protected var mLookupName: String!
        protected var mMaterial: Material!
        protected var mMaterialType: Byte
        protected var mShadingMethodCount: Byte
        protected var mSpezialType: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_ALPHA: Short
        protected static val PROP_ALPHA_BLENDING: Short
        protected static val PROP_AMBIENT_COLOR: Short
        protected static val PROP_AMBIENT_LEVEL: Short
        protected static val PROP_AMBIENT_TEXTURE: Short
        protected static val PROP_BINARY_ALPHA_THRESHOLD: Short
        protected static val PROP_BLEND_MODE: Short
        protected static val PROP_BOTH_SIDES: Short
        protected static val PROP_COLOR: Short
        protected static val PROP_DIFFUSE_LEVEL: Short
        protected static val PROP_LIGHT_PICKER: Short
        protected static val PROP_MIPMAP: Short
        protected static val PROP_NORMAL_TEXTURE: Short
        protected static val PROP_PRE_MULTIPLIED: Short
        protected static val PROP_REPEAT: Short
        protected static val PROP_SMOOTH: Short
        protected static val PROP_SPECULAR_COLOR: Short
        protected static val PROP_SPECULAR_GLOSS: Short
        protected static val PROP_SPECULAR_LEVEL: Short
        protected static val PROP_SPECULAR_TEXTURE: Short
        protected static val PROP_SPEZIAL_ID: Short
        protected static val PROP_TEXTURE: Short
        protected static val TYPE_COLOR: Int
        protected static val TYPE_TEXTURE: Int
      open class BlockSimpleMaterial : ATextureBlockParser
        Module Contents BlockSimpleMaterial()
        open fun getMaterial(): Material!
        static val MATERIAL_TYPE_COLOR: Byte
        static val MATERIAL_TYPE_TEXTURE: Byte
        protected var mLookupName: String!
        protected var mMaterial: Material!
        protected var mMaterialType: Byte
        protected var mShadingMethodCount: Byte
        protected var mSpezialType: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
        protected static val PROP_ALPHA: Short
        protected static val PROP_ALPHA_BLENDING: Short
        protected static val PROP_AMBIENT_COLOR: Short
        protected static val PROP_AMBIENT_LEVEL: Short
        protected static val PROP_AMBIENT_TEXTURE: Short
        protected static val PROP_BINARY_ALPHA_THRESHOLD: Short
        protected static val PROP_BLEND_MODE: Short
        protected static val PROP_BOTH_SIDES: Short
        protected static val PROP_COLOR: Short
        protected static val PROP_DIFFUSE_LEVEL: Short
        protected static val PROP_LIGHT_PICKER: Short
        protected static val PROP_MIPMAP: Short
        protected static val PROP_NORMAL_TEXTURE: Short
        protected static val PROP_PRE_MULTIPLIED: Short
        protected static val PROP_REPEAT: Short
        protected static val PROP_SMOOTH: Short
        protected static val PROP_SPECULAR_COLOR: Short
        protected static val PROP_SPECULAR_GLOSS: Short
        protected static val PROP_SPECULAR_LEVEL: Short
        protected static val PROP_SPECULAR_TEXTURE: Short
        protected static val PROP_SPEZIAL_ID: Short
        protected static val PROP_TEXTURE: Short
        protected static val TYPE_COLOR: Int
        protected static val TYPE_TEXTURE: Int
      open class BlockSkeleton : ABlockParser
        Module Contents BlockSkeleton()
        open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mJoints: Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mLookupName: String!
        protected var mNumJoints: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkeleton : ABlockParser
        Module Contents BlockSkeleton()
        open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mJoints: Array<SkeletalAnimationFrame.SkeletonJoint!>!
        protected var mLookupName: String!
        protected var mNumJoints: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkeletonAnimation : ABlockParser
        Module Contents BlockSkeletonAnimation()
        open fun getAnimation(): SkeletalAnimationSequence!
        protected var mLookupName: String!
        protected var mNumFrames: Int
        protected var mSkelAnim: SkeletalAnimationSequence!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkeletonAnimation : ABlockParser
        Module Contents BlockSkeletonAnimation()
        open fun getAnimation(): SkeletalAnimationSequence!
        protected var mLookupName: String!
        protected var mNumFrames: Int
        protected var mSkelAnim: SkeletalAnimationSequence!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkeletonPose : ABlockParser
        Module Contents BlockSkeletonPose()
        open fun getPoses(): SkeletalAnimationFrame!
        protected var mLookupName: String!
        protected var mNumTransforms: Int
        protected var mPose: SkeletalAnimationFrame!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkeletonPose : ABlockParser
        Module Contents BlockSkeletonPose()
        open fun getPoses(): SkeletalAnimationFrame!
        protected var mLookupName: String!
        protected var mNumTransforms: Int
        protected var mPose: SkeletalAnimationFrame!
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkybox : ABlockParser
        Module Contents BlockSkybox()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockSkybox : ABlockParser
        Module Contents BlockSkybox()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockTextureProjector : ABlockParser
        Module Contents BlockTextureProjector()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockTextureProjector : ABlockParser
        Module Contents BlockTextureProjector()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockTriangleGeometry : ABaseObjectBlockParser
        Module Contents BlockTriangleGeometry()
        protected var finalObject: Object3D!
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObjects: Array<Object3D!>!
        protected var mLookupName: String!
        protected var mSubGeometryCount: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockTriangleGeometry : ABaseObjectBlockParser
        Module Contents BlockTriangleGeometry()
        protected var finalObject: Object3D!
        open fun getBaseObject3D(): Object3D!
        protected var mBaseObjects: Array<Object3D!>!
        protected var mLookupName: String!
        protected var mSubGeometryCount: Int
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockUVAnimation : ABlockParser
        Module Contents BlockUVAnimation()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class BlockUVAnimation : ABlockParser
        Module Contents BlockUVAnimation()
        open fun parseBlock(dis: LoaderAWD.AWDLittleEndianDataInputStream!, blockHeader: LoaderAWD.BlockHeader!): Unit
      open class SceneGraphBlock
        Module Contents SceneGraphBlock()
        var lookupName: String!
        var parentID: Int
        open fun readGraphData(blockHeader: LoaderAWD.BlockHeader!, awddis: LoaderAWD.AWDLittleEndianDataInputStream!): Unit
        val transformMatrix: Matrix4!
      open class SceneGraphBlock
        Module Contents SceneGraphBlock()
        var lookupName: String!
        var parentID: Int
        open fun readGraphData(blockHeader: LoaderAWD.BlockHeader!, awddis: LoaderAWD.AWDLittleEndianDataInputStream!): Unit
        val transformMatrix: Matrix4!
    package org.rajawali3d.loader.awd.exceptions
      Module Contents open class NotImplementedParsingException : ParsingException
        Module Contents NotImplementedParsingException()
      open class NotImplementedParsingException : ParsingException
        Module Contents NotImplementedParsingException()
      open class NotParsableException : ParsingException
        Module Contents NotParsableException(msg: String!)
      open class NotParsableException : ParsingException
        Module Contents NotParsableException(msg: String!)
    package org.rajawali3d.loader.fbx
      Module Contents open class FBXValues
        Module Contents FBXValues()
        protected open class Connections
          Module Contents protected Connections()
          open fun addConnection(type: String!, object1: String!, object2: String!): Unit
          protected open class Connect
            Module Contents Connect(type: String!, object1: String!, object2: String!)
            var object1: String!
            var object2: String!
            var type: String!
          var connections: Stack<FBXValues.Connections.Connect!>!
        var connections: FBXValues.Connections!
        var creationTime: String!
        var creator: String!
        protected open class Definitions
          Module Contents protected Definitions()
          protected open fun addObjectType(type: String!): FBXValues.Definitions.ObjectType!
          var count: Int!
          protected open class ObjectType
            Module Contents ObjectType(type: String!)
            var count: Int!
            var type: String!
          var objectTypes: Stack<FBXValues.Definitions.ObjectType!>!
          var version: Int!
        var definitions: FBXValues.Definitions!
        open class FBXColor4
          Module Contents FBXColor4(vals: String!)
          var color: Int
        open class FBXFloatBuffer
          Module Contents FBXFloatBuffer(floats: String!)
          var data: FloatArray!
        protected open class FBXHeaderExtension
          Module Contents protected FBXHeaderExtension()
          protected open class CreationTimeStamp
            Module Contents protected CreationTimeStamp()
            var day: Int!
            var hour: Int!
            var millisecond: Int!
            var minute: Int!
            var month: Int!
            var second: Int!
            var version: Int!
            var year: Int!
          var creationTimeStamp: FBXValues.FBXHeaderExtension.CreationTimeStamp!
          var creator: String!
          var fbxHeaderVersion: Int!
          var fbxVersion: Int!
          var otherFlags: Any!
        var fbxHeaderExtension: FBXValues.FBXHeaderExtension!
        open class FBXIntBuffer
          Module Contents FBXIntBuffer(ints: String!)
          var data: IntArray!
        open class FBXMatrix
          Module Contents FBXMatrix(vals: String!)
          var data: FloatArray!
        static val MODELTYPE_CAMERA: String
        static val MODELTYPE_CAMERA_SWITCHER: String
        static val MODELTYPE_LIGHT: String
        static val MODELTYPE_MESH: String
        static val MODELTYPE_NULL: String
        protected open class Objects
          Module Contents protected Objects()
          open fun addMaterial(name: String!): FBXValues.Objects.FBXMaterial!
          open fun addModel(name: String!, type: String!): FBXValues.Objects.Model!
          open fun addTexture(name: String!, type: String!): FBXValues.Objects.Texture!
          protected open class FBXMaterial
            Module Contents FBXMaterial(name: String!)
            var MultiLayer: Int!
            var name: String!
            protected open class Properties
              Module Contents protected Properties()
              var ambient: Vector3!
              var ambientColor: Vector3!
              var ambientFactor: Float!
              var bump: Vector3!
              var diffuse: Vector3!
              var diffuseColor: Vector3!
              var diffuseFactor: Float!
              var emissive: Vector3!
              var emissiveColor: Vector3!
              var emissiveFactor: Float!
              var multiLayer: Boolean!
              var opacity: Float!
              var reflectionColor: Vector3!
              var reflectionFactor: Float!
              var reflectivity: Float!
              var shadingModel: String!
              var shininess: Float!
              var shininessExponent: Float!
              var specular: Vector3!
              var specularColor: Vector3!
              var specularFactor: Float!
              var transparencyFactor: Float!
              var transparentColor: Vector3!
            var properties: FBXValues.Objects.FBXMaterial.Properties!
            var shadingModel: String!
            var version: Int!
          open fun getModelsByType(type: String!): Stack<FBXValues.Objects.Model!>!
          protected open class GlobalSettings
            Module Contents protected GlobalSettings()
            protected open class Properties
              Module Contents protected Properties()
              var coordAxis: Int!
              var coordAxisSign: Int!
              var frontAxis: Int!
              var frontAxisSign: Int!
              var unitScaleFactor: Float!
              var upAxis: Int!
              var upAxisSign: Int!
            var properties: FBXValues.Objects.GlobalSettings.Properties!
            var version: Int!
          var globalSettings: FBXValues.Objects.GlobalSettings!
          var materials: Stack<FBXValues.Objects.FBXMaterial!>!
          protected open class Model
            Module Contents Model(name: String!, type: String!)
            var culling: String!
            var hidden: String!
            protected open class Layer
              Module Contents protected Layer()
              var layerElement: FBXValues.Objects.Model.LayerElement!
            var layer: FBXValues.Objects.Model.Layer!
            protected open class LayerElement
              Module Contents protected LayerElement()
              var mappingInformationType: String!
              var name: String!
              var referenceInformationType: String!
              var type: String!
              var typedIndex: String!
              var version: Int!
            protected open class LayerElementMaterial : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementMaterial()
              var materials: Int
            var layerElementMaterial: FBXValues.Objects.Model.LayerElementMaterial!
            protected open class LayerElementNormal : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementNormal()
              var normals: FBXValues.FBXFloatBuffer!
            var layerElementNormal: FBXValues.Objects.Model.LayerElementNormal!
            var layerElementSmoothing: Any!
            protected open class LayerElementTexture : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementTexture()
              var blendMode: String!
              var textureAlpha: Float!
              var textureId: Int!
            var layerElementTexture: FBXValues.Objects.Model.LayerElementTexture!
            protected open class LayerElementUV : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementUV()
              var uV: FBXValues.FBXFloatBuffer!
              var uVIndex: FBXValues.FBXIntBuffer!
            var layerElementUV: FBXValues.Objects.Model.LayerElementUV!
            var lookAt: Vector3!
            var name: String!
            var polygonVertexIndex: FBXValues.FBXIntBuffer!
            var position: Vector3!
            protected open class Properties
              Module Contents protected Properties()
              var aspectH: Int!
              var aspectW: Int!
              var color: Vector3!
              var coneangle: Float!
              var farPlane: Float!
              var fieldOfView: Float!
              var focalLength: Float!
              var intensity: Float!
              var lclRotation: Vector3!
              var lclScaling: Vector3!
              var lclTranslation: Vector3!
              var lightType: Int!
              var nearPlane: Float!
              var pixelAspectRatio: Int!
              var quaternionInterpolate: Boolean!
              var rotationOffset: Vector3!
              var rotationPivot: Vector3!
              var scalingOffset: Vector3!
              var scalingPivot: Vector3!
              var visibility: Int!
            var properties: FBXValues.Objects.Model.Properties!
            var type: String!
            var typeFlags: String!
            var up: Vector3!
            var version: Int!
            var vertices: FBXValues.FBXFloatBuffer!
          var models: Stack<FBXValues.Objects.Model!>!
          protected open class Pose
            Module Contents protected Pose()
            open fun addPoseNode(): FBXValues.Objects.Pose.PoseNode!
            var name: String!
            var nbPoseNodes: Int!
            protected open class PoseNode
              Module Contents protected PoseNode()
              var matrix: FBXValues.FBXMatrix!
              var node: String!
            var poseNodes: Stack<FBXValues.Objects.Pose.PoseNode!>!
            var properties: Any!
            var type: String!
            var version: Int!
          var pose: FBXValues.Objects.Pose!
          open fun setPoseName(name: String!): Unit
          protected open class Texture
            Module Contents Texture(name: String!, type: String!)
            var fileName: String!
            var media: String!
            var modelUVScaling: Vector2!
            var modelUVTranslation: Vector2!
            protected open class Properties
              Module Contents protected Properties()
              var currentMappingType: Int!
              var currentTextureBlendMode: Int!
              var rotation: Vector3!
              var scaling: Vector3!
              var textureAlpha: Float!
              var textureRotationPivot: Vector3!
              var textureScalingPivot: Vector3!
              var textureTypeUse: Int!
              var translation: Vector3!
              var useMaterial: Boolean!
              var useMipMap: Boolean!
              var uVSwap: Boolean!
              var wrapModeU: Int!
              var wrapModeV: Int!
            var properties: FBXValues.Objects.Texture.Properties!
            var relativeFilename: String!
            var texture_Alpha_Source: String!
            var textureName: String!
            var type: String!
            var version: Int!
          var textures: Stack<FBXValues.Objects.Texture!>!
        var objects: FBXValues.Objects!
        protected open class Relations
          Module Contents protected Relations()
          open fun addMaterial(name: String!): FBXValues.Relations.Material!
          open fun addModel(name: String!, type: String!): FBXValues.Relations.Model!
          open fun addTexture(name: String!, type: String!): FBXValues.Relations.Texture!
          protected open class Material
            Module Contents Material(name: String!)
            var name: String!
          var materials: Stack<FBXValues.Relations.Material!>!
          protected open class Model
            Module Contents Model(name: String!, type: String!)
            var name: String!
            var type: String!
          var models: Stack<FBXValues.Relations.Model!>!
          protected open class Texture
            Module Contents Texture(name: String!, type: String!)
            var textureName: String!
            var type: String!
            var version: Int!
          var textures: Stack<FBXValues.Relations.Texture!>!
        var relations: FBXValues.Relations!
        protected open class Takes
          Module Contents protected Takes()
          var current: String!
        var takes: FBXValues.Takes!
        protected open class Version5
          Module Contents protected Version5()
          protected open class AmbientRenderSettings
            Module Contents protected AmbientRenderSettings()
            var ambientLightColor: FBXValues.FBXColor4!
            var version: Int!
          var ambientRenderSettings: FBXValues.Version5.AmbientRenderSettings!
          protected open class FogOptions
            Module Contents protected FogOptions()
            var fogColor: FBXValues.FBXColor4!
            var fogDensity: Float!
            var fogEnable: Int!
            var fogEnd: Float!
            var fogMode: Int!
            var fogStart: Float!
          var fogOptions: FBXValues.Version5.FogOptions!
          protected open class RendererSetting
            Module Contents protected RendererSetting()
            var defaultCamera: String!
            var defaultViewingMode: Int!
          var rendererSetting: FBXValues.Version5.RendererSetting!
          protected open class Settings
            Module Contents protected Settings()
            var frameRate: Int!
            var referenceTimeIndex: Int!
            var snapOnFrames: Int!
            var timeFormat: Int!
            var timeLineStartTime: Long!
            var timeLineStopTime: Long!
          var settings: FBXValues.Version5.Settings!
        var version5: FBXValues.Version5!
      open class FBXValues
        Module Contents FBXValues()
        protected open class Connections
          Module Contents protected Connections()
          open fun addConnection(type: String!, object1: String!, object2: String!): Unit
          protected open class Connect
            Module Contents Connect(type: String!, object1: String!, object2: String!)
            var object1: String!
            var object2: String!
            var type: String!
          var connections: Stack<FBXValues.Connections.Connect!>!
        var connections: FBXValues.Connections!
        var creationTime: String!
        var creator: String!
        protected open class Definitions
          Module Contents protected Definitions()
          protected open fun addObjectType(type: String!): FBXValues.Definitions.ObjectType!
          var count: Int!
          protected open class ObjectType
            Module Contents ObjectType(type: String!)
            var count: Int!
            var type: String!
          var objectTypes: Stack<FBXValues.Definitions.ObjectType!>!
          var version: Int!
        var definitions: FBXValues.Definitions!
        open class FBXColor4
          Module Contents FBXColor4(vals: String!)
          var color: Int
        open class FBXFloatBuffer
          Module Contents FBXFloatBuffer(floats: String!)
          var data: FloatArray!
        protected open class FBXHeaderExtension
          Module Contents protected FBXHeaderExtension()
          protected open class CreationTimeStamp
            Module Contents protected CreationTimeStamp()
            var day: Int!
            var hour: Int!
            var millisecond: Int!
            var minute: Int!
            var month: Int!
            var second: Int!
            var version: Int!
            var year: Int!
          var creationTimeStamp: FBXValues.FBXHeaderExtension.CreationTimeStamp!
          var creator: String!
          var fbxHeaderVersion: Int!
          var fbxVersion: Int!
          var otherFlags: Any!
        var fbxHeaderExtension: FBXValues.FBXHeaderExtension!
        open class FBXIntBuffer
          Module Contents FBXIntBuffer(ints: String!)
          var data: IntArray!
        open class FBXMatrix
          Module Contents FBXMatrix(vals: String!)
          var data: FloatArray!
        static val MODELTYPE_CAMERA: String
        static val MODELTYPE_CAMERA_SWITCHER: String
        static val MODELTYPE_LIGHT: String
        static val MODELTYPE_MESH: String
        static val MODELTYPE_NULL: String
        protected open class Objects
          Module Contents protected Objects()
          open fun addMaterial(name: String!): FBXValues.Objects.FBXMaterial!
          open fun addModel(name: String!, type: String!): FBXValues.Objects.Model!
          open fun addTexture(name: String!, type: String!): FBXValues.Objects.Texture!
          protected open class FBXMaterial
            Module Contents FBXMaterial(name: String!)
            var MultiLayer: Int!
            var name: String!
            protected open class Properties
              Module Contents protected Properties()
              var ambient: Vector3!
              var ambientColor: Vector3!
              var ambientFactor: Float!
              var bump: Vector3!
              var diffuse: Vector3!
              var diffuseColor: Vector3!
              var diffuseFactor: Float!
              var emissive: Vector3!
              var emissiveColor: Vector3!
              var emissiveFactor: Float!
              var multiLayer: Boolean!
              var opacity: Float!
              var reflectionColor: Vector3!
              var reflectionFactor: Float!
              var reflectivity: Float!
              var shadingModel: String!
              var shininess: Float!
              var shininessExponent: Float!
              var specular: Vector3!
              var specularColor: Vector3!
              var specularFactor: Float!
              var transparencyFactor: Float!
              var transparentColor: Vector3!
            var properties: FBXValues.Objects.FBXMaterial.Properties!
            var shadingModel: String!
            var version: Int!
          open fun getModelsByType(type: String!): Stack<FBXValues.Objects.Model!>!
          protected open class GlobalSettings
            Module Contents protected GlobalSettings()
            protected open class Properties
              Module Contents protected Properties()
              var coordAxis: Int!
              var coordAxisSign: Int!
              var frontAxis: Int!
              var frontAxisSign: Int!
              var unitScaleFactor: Float!
              var upAxis: Int!
              var upAxisSign: Int!
            var properties: FBXValues.Objects.GlobalSettings.Properties!
            var version: Int!
          var globalSettings: FBXValues.Objects.GlobalSettings!
          var materials: Stack<FBXValues.Objects.FBXMaterial!>!
          protected open class Model
            Module Contents Model(name: String!, type: String!)
            var culling: String!
            var hidden: String!
            protected open class Layer
              Module Contents protected Layer()
              var layerElement: FBXValues.Objects.Model.LayerElement!
            var layer: FBXValues.Objects.Model.Layer!
            protected open class LayerElement
              Module Contents protected LayerElement()
              var mappingInformationType: String!
              var name: String!
              var referenceInformationType: String!
              var type: String!
              var typedIndex: String!
              var version: Int!
            protected open class LayerElementMaterial : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementMaterial()
              var materials: Int
            var layerElementMaterial: FBXValues.Objects.Model.LayerElementMaterial!
            protected open class LayerElementNormal : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementNormal()
              var normals: FBXValues.FBXFloatBuffer!
            var layerElementNormal: FBXValues.Objects.Model.LayerElementNormal!
            var layerElementSmoothing: Any!
            protected open class LayerElementTexture : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementTexture()
              var blendMode: String!
              var textureAlpha: Float!
              var textureId: Int!
            var layerElementTexture: FBXValues.Objects.Model.LayerElementTexture!
            protected open class LayerElementUV : FBXValues.Objects.Model.LayerElement
              Module Contents protected LayerElementUV()
              var uV: FBXValues.FBXFloatBuffer!
              var uVIndex: FBXValues.FBXIntBuffer!
            var layerElementUV: FBXValues.Objects.Model.LayerElementUV!
            var lookAt: Vector3!
            var name: String!
            var polygonVertexIndex: FBXValues.FBXIntBuffer!
            var position: Vector3!
            protected open class Properties
              Module Contents protected Properties()
              var aspectH: Int!
              var aspectW: Int!
              var color: Vector3!
              var coneangle: Float!
              var farPlane: Float!
              var fieldOfView: Float!
              var focalLength: Float!
              var intensity: Float!
              var lclRotation: Vector3!
              var lclScaling: Vector3!
              var lclTranslation: Vector3!
              var lightType: Int!
              var nearPlane: Float!
              var pixelAspectRatio: Int!
              var quaternionInterpolate: Boolean!
              var rotationOffset: Vector3!
              var rotationPivot: Vector3!
              var scalingOffset: Vector3!
              var scalingPivot: Vector3!
              var visibility: Int!
            var properties: FBXValues.Objects.Model.Properties!
            var type: String!
            var typeFlags: String!
            var up: Vector3!
            var version: Int!
            var vertices: FBXValues.FBXFloatBuffer!
          var models: Stack<FBXValues.Objects.Model!>!
          protected open class Pose
            Module Contents protected Pose()
            open fun addPoseNode(): FBXValues.Objects.Pose.PoseNode!
            var name: String!
            var nbPoseNodes: Int!
            protected open class PoseNode
              Module Contents protected PoseNode()
              var matrix: FBXValues.FBXMatrix!
              var node: String!
            var poseNodes: Stack<FBXValues.Objects.Pose.PoseNode!>!
            var properties: Any!
            var type: String!
            var version: Int!
          var pose: FBXValues.Objects.Pose!
          open fun setPoseName(name: String!): Unit
          protected open class Texture
            Module Contents Texture(name: String!, type: String!)
            var fileName: String!
            var media: String!
            var modelUVScaling: Vector2!
            var modelUVTranslation: Vector2!
            protected open class Properties
              Module Contents protected Properties()
              var currentMappingType: Int!
              var currentTextureBlendMode: Int!
              var rotation: Vector3!
              var scaling: Vector3!
              var textureAlpha: Float!
              var textureRotationPivot: Vector3!
              var textureScalingPivot: Vector3!
              var textureTypeUse: Int!
              var translation: Vector3!
              var useMaterial: Boolean!
              var useMipMap: Boolean!
              var uVSwap: Boolean!
              var wrapModeU: Int!
              var wrapModeV: Int!
            var properties: FBXValues.Objects.Texture.Properties!
            var relativeFilename: String!
            var texture_Alpha_Source: String!
            var textureName: String!
            var type: String!
            var version: Int!
          var textures: Stack<FBXValues.Objects.Texture!>!
        var objects: FBXValues.Objects!
        protected open class Relations
          Module Contents protected Relations()
          open fun addMaterial(name: String!): FBXValues.Relations.Material!
          open fun addModel(name: String!, type: String!): FBXValues.Relations.Model!
          open fun addTexture(name: String!, type: String!): FBXValues.Relations.Texture!
          protected open class Material
            Module Contents Material(name: String!)
            var name: String!
          var materials: Stack<FBXValues.Relations.Material!>!
          protected open class Model
            Module Contents Model(name: String!, type: String!)
            var name: String!
            var type: String!
          var models: Stack<FBXValues.Relations.Model!>!
          protected open class Texture
            Module Contents Texture(name: String!, type: String!)
            var textureName: String!
            var type: String!
            var version: Int!
          var textures: Stack<FBXValues.Relations.Texture!>!
        var relations: FBXValues.Relations!
        protected open class Takes
          Module Contents protected Takes()
          var current: String!
        var takes: FBXValues.Takes!
        protected open class Version5
          Module Contents protected Version5()
          protected open class AmbientRenderSettings
            Module Contents protected AmbientRenderSettings()
            var ambientLightColor: FBXValues.FBXColor4!
            var version: Int!
          var ambientRenderSettings: FBXValues.Version5.AmbientRenderSettings!
          protected open class FogOptions
            Module Contents protected FogOptions()
            var fogColor: FBXValues.FBXColor4!
            var fogDensity: Float!
            var fogEnable: Int!
            var fogEnd: Float!
            var fogMode: Int!
            var fogStart: Float!
          var fogOptions: FBXValues.Version5.FogOptions!
          protected open class RendererSetting
            Module Contents protected RendererSetting()
            var defaultCamera: String!
            var defaultViewingMode: Int!
          var rendererSetting: FBXValues.Version5.RendererSetting!
          protected open class Settings
            Module Contents protected Settings()
            var frameRate: Int!
            var referenceTimeIndex: Int!
            var snapOnFrames: Int!
            var timeFormat: Int!
            var timeLineStartTime: Long!
            var timeLineStopTime: Long!
          var settings: FBXValues.Version5.Settings!
        var version5: FBXValues.Version5!
      open class LoaderFBX : AMeshLoader
        Module Contents LoaderFBX(renderer: Renderer!, fileOnSDCard: String!)
        LoaderFBX(renderer: Renderer!, file: File!)
        LoaderFBX(renderer: Renderer!, resourceId: Int)
        open static fun convertFloats(floats: MutableList<Float!>!): FloatArray!
        open static fun convertIntegers(integers: MutableList<Int!>!): IntArray!
        open fun parse(): LoaderFBX!
      open class LoaderFBX : AMeshLoader
        Module Contents LoaderFBX(renderer: Renderer!, fileOnSDCard: String!)
        LoaderFBX(renderer: Renderer!, file: File!)
        LoaderFBX(renderer: Renderer!, resourceId: Int)
        open static fun convertFloats(floats: MutableList<Float!>!): FloatArray!
        open static fun convertIntegers(integers: MutableList<Int!>!): IntArray!
        open fun parse(): LoaderFBX!
    package org.rajawali3d.loader.md5
      Module Contents open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
        Module Contents LoaderMD5Anim(animationName: String!, renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD5Anim(animationName: String!, renderer: Renderer!, resourceId: Int)
        open fun getParsedAnimationSequence(): IAnimationSequence!
        open fun parse(): LoaderMD5Anim!
      open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
        Module Contents LoaderMD5Anim(animationName: String!, renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD5Anim(animationName: String!, renderer: Renderer!, resourceId: Int)
        open fun getParsedAnimationSequence(): IAnimationSequence!
        open fun parse(): LoaderMD5Anim!
      open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD5Mesh(renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD5Mesh(renderer: Renderer!, resourceId: Int)
        LoaderMD5Mesh(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        open fun getParsedAnimationObject(): AAnimationObject3D!
        var mBindPoseMatrix: DoubleArray!
        var mInverseBindPoseMatrix: Array<DoubleArray!>!
        open fun parse(): LoaderMD5Mesh!
      open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD5Mesh(renderer: Renderer!, fileOnSDCard: String!)
        LoaderMD5Mesh(renderer: Renderer!, resourceId: Int)
        LoaderMD5Mesh(resources: Resources!, textureManager: TextureManager!, resourceId: Int)
        open fun getParsedAnimationObject(): AAnimationObject3D!
        var mBindPoseMatrix: DoubleArray!
        var mInverseBindPoseMatrix: Array<DoubleArray!>!
        open fun parse(): LoaderMD5Mesh!
    package org.rajawali3d.materials
      Module Contents abstract class AResourceManager
        Module Contents AResourceManager()
        open fun getContext(): Context!
        open fun getRenderer(): Renderer!
        protected var mContext: Context!
        protected var mRenderer: Renderer!
        protected var mRenderers: MutableList<Renderer!>!
        open fun registerRenderer(renderer: Renderer!): Unit
        open fun setContext(context: Context!): Unit
        open fun unregisterRenderer(renderer: Renderer!): Unit
      abstract class AResourceManager
        Module Contents AResourceManager()
        open fun getContext(): Context!
        open fun getRenderer(): Renderer!
        protected var mContext: Context!
        protected var mRenderer: Renderer!
        protected var mRenderers: MutableList<Renderer!>!
        open fun registerRenderer(renderer: Renderer!): Unit
        open fun setContext(context: Context!): Unit
        open fun unregisterRenderer(renderer: Renderer!): Unit
      open class Material
        Module Contents Material()
        Material(deferCapabilitiesCheck: Boolean)
        Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!)
        Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!, deferCapabilitiesCheck: Boolean)
        open fun addPlugin(plugin: IMaterialPlugin!): Unit
        open fun addTexture(texture: ATexture!): Unit
        open fun applyParams(): Unit
        open fun bindTextureByName(index: Int, texture: ATexture!): Unit
        open fun bindTextureByName(name: String!, index: Int, texture: ATexture!): Unit
        open fun bindTextures(): Unit
        open fun copyTexturesTo(material: Material!): Unit
        protected open fun createShaders(): Unit
        open fun enableLighting(value: Boolean): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getAmbientColor(): Int
        open fun getColor(): Int
        open fun getColorInfluence(): Float
        open fun getDiffuseMethod(): IDiffuseMethod!
        open fun getInverseViewMatrix(): FloatArray!
        open fun getModelViewMatrix(): FloatArray!
        open fun getOwnerIdentity(): String!
        open fun getPlugin(pluginClass: Class<*>!): IMaterialPlugin!
        open fun getSpecularMethod(): ISpecularMethod!
        open fun getTextureList(): ArrayList<ATexture!>!
        open fun getTime(): Float
        open fun lightingEnabled(): Boolean
        protected var mCustomFragmentShader: FragmentShader!
        protected var mCustomVertexShader: VertexShader!
        protected var mLights: MutableList<ALight!>!
        protected val mNormalFloats: FloatArray!
        protected var mNormalMatrix: Matrix4!
        protected var mOwnerIdentity: String!
        protected var mPlugins: MutableList<IMaterialPlugin!>!
        protected var mTextureHandles: MutableMap<String!, Int!>!
        protected var mTextureList: ArrayList<ATexture!>!
        protected open fun onPreFragmentShaderInitialize(@NonNull fragmentShader: FragmentShader): Unit
        protected open fun onPreVertexShaderInitialize(@NonNull vertexShader: VertexShader): Unit
        class PluginInsertLocation
          Module Contents IGNORE
          POST_TRANSFORM
          PRE_ALPHA
          PRE_DIFFUSE
          PRE_LIGHTING
          PRE_SPECULAR
          PRE_TRANSFORM
        open fun removePlugin(plugin: IMaterialPlugin!): Unit
        open fun removeTexture(texture: ATexture!): Unit
        open fun setAmbientColor(color: Int): Unit
        open fun setAmbientColor(color: FloatArray!): Unit
        open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
        open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray!): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setCurrentObject(currentObject: Object3D!): Unit
        open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod!): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: Matrix4!): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setModelMatrix(modelMatrix: Matrix4!): Unit
        open fun setModelViewMatrix(modelViewMatrix: Matrix4!): Unit
        open fun setMVPMatrix(mvpMatrix: Matrix4!): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(bufferInfo: BufferInfo!): Unit
        open fun setOwnerIdentity(identity: String!): Unit
        open fun setSpecularMethod(specularMethod: ISpecularMethod!): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(bufferInfo: BufferInfo!): Unit
        open fun setTextureHandleForName(@NonNull name: String): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(bufferInfo: BufferInfo!): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(bufferInfo: BufferInfo!): Unit
        open fun timeEnabled(): Boolean
        open fun unbindTextures(): Unit
        open fun unsetCurrentObject(currentObject: Object3D!): Unit
        open fun useProgram(): Unit
        open fun useVertexColors(value: Boolean): Unit
        open fun usingVertexColors(): Boolean
      open class Material
        Module Contents Material()
        Material(deferCapabilitiesCheck: Boolean)
        Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!)
        Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!, deferCapabilitiesCheck: Boolean)
        open fun addPlugin(plugin: IMaterialPlugin!): Unit
        open fun addTexture(texture: ATexture!): Unit
        open fun applyParams(): Unit
        open fun bindTextureByName(index: Int, texture: ATexture!): Unit
        open fun bindTextureByName(name: String!, index: Int, texture: ATexture!): Unit
        open fun bindTextures(): Unit
        open fun copyTexturesTo(material: Material!): Unit
        protected open fun createShaders(): Unit
        open fun enableLighting(value: Boolean): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getAmbientColor(): Int
        open fun getColor(): Int
        open fun getColorInfluence(): Float
        open fun getDiffuseMethod(): IDiffuseMethod!
        open fun getInverseViewMatrix(): FloatArray!
        open fun getModelViewMatrix(): FloatArray!
        open fun getOwnerIdentity(): String!
        open fun getPlugin(pluginClass: Class<*>!): IMaterialPlugin!
        open fun getSpecularMethod(): ISpecularMethod!
        open fun getTextureList(): ArrayList<ATexture!>!
        open fun getTime(): Float
        open fun lightingEnabled(): Boolean
        protected var mCustomFragmentShader: FragmentShader!
        protected var mCustomVertexShader: VertexShader!
        protected var mLights: MutableList<ALight!>!
        protected val mNormalFloats: FloatArray!
        protected var mNormalMatrix: Matrix4!
        protected var mOwnerIdentity: String!
        protected var mPlugins: MutableList<IMaterialPlugin!>!
        protected var mTextureHandles: MutableMap<String!, Int!>!
        protected var mTextureList: ArrayList<ATexture!>!
        protected open fun onPreFragmentShaderInitialize(@NonNull fragmentShader: FragmentShader): Unit
        protected open fun onPreVertexShaderInitialize(@NonNull vertexShader: VertexShader): Unit
        class PluginInsertLocation
          Module Contents IGNORE
          POST_TRANSFORM
          PRE_ALPHA
          PRE_DIFFUSE
          PRE_LIGHTING
          PRE_SPECULAR
          PRE_TRANSFORM
        open fun removePlugin(plugin: IMaterialPlugin!): Unit
        open fun removeTexture(texture: ATexture!): Unit
        open fun setAmbientColor(color: Int): Unit
        open fun setAmbientColor(color: FloatArray!): Unit
        open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
        open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray!): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setCurrentObject(currentObject: Object3D!): Unit
        open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod!): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: Matrix4!): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setModelMatrix(modelMatrix: Matrix4!): Unit
        open fun setModelViewMatrix(modelViewMatrix: Matrix4!): Unit
        open fun setMVPMatrix(mvpMatrix: Matrix4!): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(bufferInfo: BufferInfo!): Unit
        open fun setOwnerIdentity(identity: String!): Unit
        open fun setSpecularMethod(specularMethod: ISpecularMethod!): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(bufferInfo: BufferInfo!): Unit
        open fun setTextureHandleForName(@NonNull name: String): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(bufferInfo: BufferInfo!): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(bufferInfo: BufferInfo!): Unit
        open fun timeEnabled(): Boolean
        open fun unbindTextures(): Unit
        open fun unsetCurrentObject(currentObject: Object3D!): Unit
        open fun useProgram(): Unit
        open fun useVertexColors(value: Boolean): Unit
        open fun usingVertexColors(): Boolean
      open class MaterialManager : AResourceManager
        Module Contents open fun addMaterial(material: Material!): Material!
        open static fun getInstance(): MaterialManager!
        open fun getMaterialCount(): Int
        open fun reload(): Unit
        open fun removeMaterial(material: Material!): Unit
        open fun reset(): Unit
        open fun taskAdd(material: Material!): Unit
        open fun taskReload(): Unit
        open fun taskRemove(material: Material!): Unit
        open fun taskReset(): Unit
        open fun taskReset(renderer: Renderer!): Unit
      open class MaterialManager : AResourceManager
        Module Contents open fun addMaterial(material: Material!): Material!
        open static fun getInstance(): MaterialManager!
        open fun getMaterialCount(): Int
        open fun reload(): Unit
        open fun removeMaterial(material: Material!): Unit
        open fun reset(): Unit
        open fun taskAdd(material: Material!): Unit
        open fun taskReload(): Unit
        open fun taskRemove(material: Material!): Unit
        open fun taskReset(): Unit
        open fun taskReset(renderer: Renderer!): Unit
    package org.rajawali3d.materials.methods
      Module Contents abstract class DiffuseMethod
        Module Contents DiffuseMethod()
        class DiffuseShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          L_NDOTL
        class Lambert : IDiffuseMethod
          Module Contents Lambert()
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
        class OrenNayar : IDiffuseMethod
          Module Contents OrenNayar()
          OrenNayar(roughness: Float)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getRoughness(): Float
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setRoughness(intensity: Float): Unit
        class Toon : IDiffuseMethod
          Module Contents Toon()
          Toon(toonColor0: Int, toonColor1: Int, toonColor2: Int, toonColor3: Int)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
          @NonNull fun toString(): String
      abstract class DiffuseMethod
        Module Contents DiffuseMethod()
        class DiffuseShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          L_NDOTL
        class Lambert : IDiffuseMethod
          Module Contents Lambert()
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
        class OrenNayar : IDiffuseMethod
          Module Contents OrenNayar()
          OrenNayar(roughness: Float)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getRoughness(): Float
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setRoughness(intensity: Float): Unit
        class Toon : IDiffuseMethod
          Module Contents Toon()
          Toon(toonColor0: Int, toonColor1: Int, toonColor2: Int, toonColor3: Int)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getVertexShaderFragment(): IShaderFragment!
          fun setLights(lights: MutableList<ALight!>!): Unit
          @NonNull fun toString(): String
      interface IDiffuseMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun setLights(lights: MutableList<ALight!>!): Unit
      interface IDiffuseMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun setLights(lights: MutableList<ALight!>!): Unit
      interface ISpecularMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun setLights(lights: MutableList<ALight!>!): Unit
        abstract fun setTextures(textures: MutableList<ATexture!>!): Unit
      interface ISpecularMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun setLights(lights: MutableList<ALight!>!): Unit
        abstract fun setTextures(textures: MutableList<ATexture!>!): Unit
      abstract class SpecularMethod
        Module Contents SpecularMethod()
        class CookTorrance : ISpecularMethod
          Module Contents CookTorrance()
          CookTorrance(specularColor: Int)
          CookTorrance(specularColor: Int, roughness: Float)
          CookTorrance(specularColor: Int, roughness: Float, extinction: Float)
          fun getExtinction(): Float
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getRoughness(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment!
          fun setExtinction(extinction: Float): Unit
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setRoughness(roughness: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture!>!): Unit
        class Phong : ISpecularMethod
          Module Contents Phong()
          Phong(specularColor: Int)
          Phong(specularColor: Int, shininess: Float)
          Phong(specularColor: Int, shininess: Float, intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getIntensity(): Float
          fun getShininess(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment!
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setShininess(shininess: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture!>!): Unit
        class SpecularShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_EXTINCTION_COEFFICIENT
          U_ROUGHNESS
          U_SHININESS
          U_SPECULAR_COLOR
          U_SPECULAR_INTENSITY
      abstract class SpecularMethod
        Module Contents SpecularMethod()
        class CookTorrance : ISpecularMethod
          Module Contents CookTorrance()
          CookTorrance(specularColor: Int)
          CookTorrance(specularColor: Int, roughness: Float)
          CookTorrance(specularColor: Int, roughness: Float, extinction: Float)
          fun getExtinction(): Float
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getRoughness(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment!
          fun setExtinction(extinction: Float): Unit
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setRoughness(roughness: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture!>!): Unit
        class Phong : ISpecularMethod
          Module Contents Phong()
          Phong(specularColor: Int)
          Phong(specularColor: Int, shininess: Float)
          Phong(specularColor: Int, shininess: Float, intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment!
          fun getIntensity(): Float
          fun getShininess(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment!
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight!>!): Unit
          fun setShininess(shininess: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture!>!): Unit
        class SpecularShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_EXTINCTION_COEFFICIENT
          U_ROUGHNESS
          U_SHININESS
          U_SPECULAR_COLOR
          U_SPECULAR_INTENSITY
    package org.rajawali3d.materials.plugins
      Module Contents open class AlphaMaskMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaskMaterialPlugin(alphaThreshold: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class AlphaMaskMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaskMaterialPlugin(alphaThreshold: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class AlphaMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setAlpha(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class AlphaMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setAlpha(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class DecalMaterialPlugin : IMaterialPlugin
        Module Contents DecalMaterialPlugin(decalMap: Texture!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class DecalMaterialPlugin : IMaterialPlugin
        Module Contents DecalMaterialPlugin(decalMap: Texture!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class DepthMaterialPlugin : IMaterialPlugin
        Module Contents DepthMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setFarPlane(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class DepthMaterialPlugin : IMaterialPlugin
        Module Contents DepthMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setFarPlane(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class EmissionMaterialPlugin : IMaterialPlugin
        Module Contents EmissionMaterialPlugin(emissionTexture: Texture!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class EmissionMaterialPlugin : IMaterialPlugin
        Module Contents EmissionMaterialPlugin(emissionTexture: Texture!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class ExplodingMaterialPlugin : IMaterialPlugin
        Module Contents ExplodingMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        class ExplodingShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_EXPLODE_FACTOR
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setFactor(factor: Double): Unit
        open fun unbindTextures(): Unit
      open class ExplodingMaterialPlugin : IMaterialPlugin
        Module Contents ExplodingMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        class ExplodingShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_EXPLODE_FACTOR
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setFactor(factor: Double): Unit
        open fun unbindTextures(): Unit
      open class FogMaterialPlugin : IMaterialPlugin
        Module Contents FogMaterialPlugin(fogParams: FogMaterialPlugin.FogParams!)
        open fun bindTextures(nextIndex: Int): Unit
        class FogParams
          Module Contents FogParams(fogType: FogMaterialPlugin.FogType!, fogColor: Int, near: Float, far: Float)
        class FogType
          Module Contents LINEAR
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class FogMaterialPlugin : IMaterialPlugin
        Module Contents FogMaterialPlugin(fogParams: FogMaterialPlugin.FogParams!)
        open fun bindTextures(nextIndex: Int): Unit
        class FogParams
          Module Contents FogParams(fogType: FogMaterialPlugin.FogType!, fogColor: Int, near: Float, far: Float)
        class FogType
          Module Contents LINEAR
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class FresnelMaterialPlugin : AShader, IMaterialPlugin
        Module Contents FresnelMaterialPlugin(color: Int)
        FresnelMaterialPlugin(color: Int, bias: Float, scale: Float, power: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setAlpha(power: Float): Unit
        open fun setBias(bias: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setScale(scale: Float): Unit
        open fun unbindTextures(): Unit
      open class FresnelMaterialPlugin : AShader, IMaterialPlugin
        Module Contents FresnelMaterialPlugin(color: Int)
        FresnelMaterialPlugin(color: Int, bias: Float, scale: Float, power: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setAlpha(power: Float): Unit
        open fun setBias(bias: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setScale(scale: Float): Unit
        open fun unbindTextures(): Unit
      open class GreenScreenMaterialPlugin : IMaterialPlugin
        Module Contents GreenScreenMaterialPlugin(texture: ATexture!)
        GreenScreenMaterialPlugin(texture: ATexture!, keyColor: Int)
        GreenScreenMaterialPlugin(texture: ATexture!, keyColor: Int, matchDistance: Float, closeDistance: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class GreenScreenMaterialPlugin : IMaterialPlugin
        Module Contents GreenScreenMaterialPlugin(texture: ATexture!)
        GreenScreenMaterialPlugin(texture: ATexture!, keyColor: Int)
        GreenScreenMaterialPlugin(texture: ATexture!, keyColor: Int, matchDistance: Float, closeDistance: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      interface IMaterialPlugin
        Module Contents abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getInsertLocation(): Material.PluginInsertLocation!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun unbindTextures(): Unit
      interface IMaterialPlugin
        Module Contents abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getFragmentShaderFragment(): IShaderFragment!
        abstract fun getInsertLocation(): Material.PluginInsertLocation!
        abstract fun getVertexShaderFragment(): IShaderFragment!
        abstract fun unbindTextures(): Unit
      open class IndividualMaterialPlugin : IMaterialPlugin
        Module Contents IndividualMaterialPlugin(numPoints: Int, start: Float, end: Float, lifetime: Float, randomness: Float)
        open fun bindTextures(i: Int): Unit
        static val BIRTH: String
        static val DEATH: String
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class IndividualMaterialPlugin : IMaterialPlugin
        Module Contents IndividualMaterialPlugin(numPoints: Int, start: Float, end: Float, lifetime: Float, randomness: Float)
        open fun bindTextures(i: Int): Unit
        static val BIRTH: String
        static val DEATH: String
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class NormalColorMaterialPlugin : AShader, IMaterialPlugin
        Module Contents NormalColorMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class NormalColorMaterialPlugin : AShader, IMaterialPlugin
        Module Contents NormalColorMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class PivotPointMaterialPlugin : IMaterialPlugin
        Module Contents PivotPointMaterialPlugin(x: Double, y: Double, z: Double)
        PivotPointMaterialPlugin(offset: Vector3!)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setOffset(offset: Vector3!): Unit
        open fun unbindTextures(): Unit
        class VerTexOffsetShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_VERTEX_OFFSET
      open class PivotPointMaterialPlugin : IMaterialPlugin
        Module Contents PivotPointMaterialPlugin(x: Double, y: Double, z: Double)
        PivotPointMaterialPlugin(offset: Vector3!)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setOffset(offset: Vector3!): Unit
        open fun unbindTextures(): Unit
        class VerTexOffsetShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_VERTEX_OFFSET
      open class PointApertureMaterialPlugin : IMaterialPlugin
        Module Contents PointApertureMaterialPlugin(aperture: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class PointApertureMaterialPlugin : IMaterialPlugin
        Module Contents PointApertureMaterialPlugin(aperture: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class PointOrbitalMaterialPlugin : IMaterialPlugin
        Module Contents PointOrbitalMaterialPlugin()
        PointOrbitalMaterialPlugin(speed: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setSpeed(speed: Float): Unit
        open fun unbindTextures(): Unit
      open class PointOrbitalMaterialPlugin : IMaterialPlugin
        Module Contents PointOrbitalMaterialPlugin()
        PointOrbitalMaterialPlugin(speed: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setSpeed(speed: Float): Unit
        open fun unbindTextures(): Unit
      open class PosableMaterialPlugin : IMaterialPlugin
        Module Contents PosableMaterialPlugin(geometry: Geometry3D!)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        class PosingShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_POSE_NORMAL
          A_POSE_POSITION
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_POSE_INTERPOLATION
        open fun setInterpolation(interpolation: Double): Unit
        open fun unbindTextures(): Unit
      open class PosableMaterialPlugin : IMaterialPlugin
        Module Contents PosableMaterialPlugin(geometry: Geometry3D!)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        class PosingShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_POSE_NORMAL
          A_POSE_POSITION
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_POSE_INTERPOLATION
        open fun setInterpolation(interpolation: Double): Unit
        open fun unbindTextures(): Unit
      open class PositionColorMaterialPlugin : AShader, IMaterialPlugin
        Module Contents PositionColorMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class PositionColorMaterialPlugin : AShader, IMaterialPlugin
        Module Contents PositionColorMaterialPlugin()
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class ShadowMapMaterialPlugin : IMaterialPlugin
        Module Contents ShadowMapMaterialPlugin()
        ShadowMapMaterialPlugin(shadowInfluence: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setLightDirection(lightDirection: Vector3!): Unit
        open fun setLightModelViewProjectionMatrix(lightModelViewProjectionMatrix: Matrix4!): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture!): Unit
        open fun unbindTextures(): Unit
      open class ShadowMapMaterialPlugin : IMaterialPlugin
        Module Contents ShadowMapMaterialPlugin()
        ShadowMapMaterialPlugin(shadowInfluence: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setLightDirection(lightDirection: Vector3!): Unit
        open fun setLightModelViewProjectionMatrix(lightModelViewProjectionMatrix: Matrix4!): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture!): Unit
        open fun unbindTextures(): Unit
      open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
        Module Contents SkeletalAnimationMaterialPlugin(numJoints: Int, numVertexWeights: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray!): Unit
        class SkeletalAnimationShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_BONE_INDEX1
          A_BONE_INDEX2
          A_BONE_WEIGHT1
          A_BONE_WEIGHT2
          G_BONE_TRANSF_MATRIX
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_BONE_MATRIX
        open fun unbindTextures(): Unit
      open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
        Module Contents SkeletalAnimationMaterialPlugin(numJoints: Int, numVertexWeights: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray!): Unit
        class SkeletalAnimationShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_BONE_INDEX1
          A_BONE_INDEX2
          A_BONE_WEIGHT1
          A_BONE_WEIGHT2
          G_BONE_TRANSF_MATRIX
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_BONE_MATRIX
        open fun unbindTextures(): Unit
      open class SpriteSheetMaterialPlugin : IMaterialPlugin
        Module Contents SpriteSheetMaterialPlugin(numTilesX: Int, numTilesY: Int, fps: Float, numFrames: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun pause(): Unit
        open fun play(): Unit
        open fun unbindTextures(): Unit
      open class SpriteSheetMaterialPlugin : IMaterialPlugin
        Module Contents SpriteSheetMaterialPlugin(numTilesX: Int, numTilesY: Int, fps: Float, numFrames: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun pause(): Unit
        open fun play(): Unit
        open fun unbindTextures(): Unit
      open class TextureScalingMaterialPlugin : AShader, IMaterialPlugin
        Module Contents TextureScalingMaterialPlugin(x: Float, y: Float, z: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class TextureScalingMaterialPlugin : AShader, IMaterialPlugin
        Module Contents TextureScalingMaterialPlugin(x: Float, y: Float, z: Float)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class VertexAnimationMaterialPlugin : IMaterialPlugin
        Module Contents VertexAnimationMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setInterpolation(interpolation: Double): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
        class VertexAnimationShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_NEXT_FRAME_NORMAL
          A_NEXT_FRAME_POSITION
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_INTERPOLATION
      open class VertexAnimationMaterialPlugin : IMaterialPlugin
        Module Contents VertexAnimationMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun setInterpolation(interpolation: Double): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
        class VertexAnimationShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_NEXT_FRAME_NORMAL
          A_NEXT_FRAME_POSITION
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_INTERPOLATION
      open class VerticalGradientMaterialPlugin : IMaterialPlugin
        Module Contents VerticalGradientMaterialPlugin()
        VerticalGradientMaterialPlugin(color: Int)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
      open class VerticalGradientMaterialPlugin : IMaterialPlugin
        Module Contents VerticalGradientMaterialPlugin()
        VerticalGradientMaterialPlugin(color: Int)
        open fun bindTextures(i: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment!
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getVertexShaderFragment(): IShaderFragment!
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders
      Module Contents abstract class AShader : AShaderBase
        Module Contents AShader()
        AShader(shaderType: AShader.ShaderType!)
        AShader(shaderType: AShader.ShaderType!, resourceId: Int)
        AShader(shaderType: AShader.ShaderType!, shaderString: String!)
        open fun abs(value: String!): String!
        open fun abs(value: AShaderBase.ShaderVar!): String!
        open fun acos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun addAttribute(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addAttribute(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Int): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Float): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Double): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun addFunction(name: String!, implementation: String!): String!
        protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addGlobal(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addPrecisionQualifier(dataType: AShaderBase.DataType!, precision: AShaderBase.Precision!): Unit
        open fun addPreprocessorDirective(directive: String!): Unit
        open fun addShaderFragment(fragment: IShaderFragment!): Unit
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, suffix: String!): AShaderBase.ShaderVar!
        protected open fun addUniform(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addVarying(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        open fun applyParams(): Unit
        open fun atan(y: AShaderBase.ShaderVar!, x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun buildShader(): Unit
        open fun castInt(value: Float): AShaderBase.ShaderVar!
        open fun castInt(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castInt(value: String!): AShaderBase.ShaderVar!
        open fun castMat3(value: Float): AShaderBase.ShaderVar!
        open fun castMat3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castMat4(value: Float): AShaderBase.ShaderVar!
        open fun castMat4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec2(x: Float): AShaderBase.ShaderVar!
        open fun castVec2(x: Float, y: Float): AShaderBase.ShaderVar!
        open fun castVec2(x: String!, y: String!): AShaderBase.ShaderVar!
        open fun castVec2(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec2(x: String!): AShaderBase.ShaderVar!
        open fun castVec2(x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec3(x: Float, y: Float, z: Float): AShaderBase.ShaderVar!
        open fun castVec3(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!, z: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec3(var: String!): AShaderBase.ShaderVar!
        open fun castVec3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec4(value: Float): AShaderBase.ShaderVar!
        open fun castVec4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec4(var: String!): AShaderBase.ShaderVar!
        open fun castVec4(var: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
        open fun castVec4(var: String!, value: Float): AShaderBase.ShaderVar!
        open fun clamp(var: AShaderBase.ShaderVar!, value1: Float, value2: Float): AShaderBase.ShaderVar!
        open class Condition
          Module Contents Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
          open fun getJoinOperator(): AShader.Operator!
          open fun getLeftValue(): AShaderBase.ShaderVar!
          open fun getOperator(): AShader.Operator!
          open fun getRightValue(): String!
        open fun cos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun discard(): Unit
        open fun distance(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun divide(value1: Float!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun divide(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun dot(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun enclose(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun endif(): Unit
        open fun floor(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
        protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
        protected open fun getAttribLocation(programHandle: Int, name: String!): Int
        open fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getFunctions(): Hashtable<String!, String!>!
        open fun getGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        open fun getGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        open fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getPreprocessorDirectives(): MutableList<String!>!
        open fun getProgramHandle(): Int
        open fun getShaderFragment(shaderId: String!): IShaderFragment!
        open fun getShaderString(): String!
        open fun getShaderType(): AShader.ShaderType!
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, suffix: String!): Int
        protected open fun getUniformLocation(programHandle: Int, name: String!): Int
        open fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
        protected val GL_DEPTH_RANGE: AShaderBase.GLDepthRange!
        protected val GL_FRAG_COLOR: AShaderBase.GLFragColor!
        protected val GL_FRAG_COORD: AShaderBase.GLFragCoord!
        protected val GL_POINT_COORD: AShaderBase.GLPointCoord!
        protected val GL_POINT_SIZE: AShaderBase.GLPointSize!
        protected val GL_POSITION: AShaderBase.GLPosition!
        open fun ifelse(): Unit
        open fun ifelseif(vararg conditions: AShader.Condition!): Unit
        open fun ifelseif(condition: AShader.Condition!): Unit
        open fun initialize(): Unit
        open fun inversesqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun length(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun main(): Unit
        open fun max(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun max(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
        open fun min(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun min(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
        open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
        open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, var3: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected var mNeedsBuild: Boolean
        open fun mod(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun mod(var1: AShaderBase.ShaderVar!, var2: String!): AShaderBase.ShaderVar!
        protected var mProgramHandle: Int
        protected var mShaderFragments: MutableList<IShaderFragment!>!
        protected var mShaderString: String!
        open fun multiply(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun needsBuild(): Boolean
        open fun normalize(value: String!): String!
        open fun normalize(value: AShaderBase.ShaderVar!): String!
        class Operator
          Module Contents AND
          EQUALS
          fun getOperatorString(): String!
          GREATER_THAN
          GREATER_THAN_EQUALS
          LESS_THAN
          LESS_THAN_EQUALS
          NOT_EQUALS
          OR
          XOR
        open fun pow(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun radians(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun reflect(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun setLocations(programHandle: Int): Unit
        open fun setNeedsBuild(needsBuild: Boolean): Unit
        open fun setStringBuilder(stringBuilder: StringBuilder!): Unit
        open fun setUniform1f(name: String!, value: Float): Unit
        open fun setUniform1i(name: String!, value: Int): Unit
        open fun setUniform2fv(name: String!, value: FloatArray!): Unit
        open fun setUniform3fv(name: String!, value: FloatArray!): Unit
        static var SHADER_ID: String!
        class ShaderType
          Module Contents FRAGMENT
          FRAGMENT_SHADER_FRAGMENT
          VERTEX
          VERTEX_SHADER_FRAGMENT
        open fun sin(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun sqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun startif(vararg conditions: AShader.Condition!): Unit
        open fun startif(condition: AShader.Condition!): Unit
        open fun subtract(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun subtract(value1: Float, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun tan(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture1D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture2D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture2DProj(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.RVec4!
        open fun texture3D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun textureCube(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
      abstract class AShader : AShaderBase
        Module Contents AShader()
        AShader(shaderType: AShader.ShaderType!)
        AShader(shaderType: AShader.ShaderType!, resourceId: Int)
        AShader(shaderType: AShader.ShaderType!, shaderString: String!)
        open fun abs(value: String!): String!
        open fun abs(value: AShaderBase.ShaderVar!): String!
        open fun acos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun addAttribute(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addAttribute(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Int): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Float): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, value: Double): AShaderBase.ShaderVar!
        protected open fun addConst(name: String!, var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun addFunction(name: String!, implementation: String!): String!
        protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addGlobal(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addPrecisionQualifier(dataType: AShaderBase.DataType!, precision: AShaderBase.Precision!): Unit
        open fun addPreprocessorDirective(directive: String!): Unit
        open fun addShaderFragment(fragment: IShaderFragment!): Unit
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, suffix: String!): AShaderBase.ShaderVar!
        protected open fun addUniform(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        protected open fun addVarying(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        open fun applyParams(): Unit
        open fun atan(y: AShaderBase.ShaderVar!, x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun buildShader(): Unit
        open fun castInt(value: Float): AShaderBase.ShaderVar!
        open fun castInt(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castInt(value: String!): AShaderBase.ShaderVar!
        open fun castMat3(value: Float): AShaderBase.ShaderVar!
        open fun castMat3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castMat4(value: Float): AShaderBase.ShaderVar!
        open fun castMat4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec2(x: Float): AShaderBase.ShaderVar!
        open fun castVec2(x: Float, y: Float): AShaderBase.ShaderVar!
        open fun castVec2(x: String!, y: String!): AShaderBase.ShaderVar!
        open fun castVec2(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec2(x: String!): AShaderBase.ShaderVar!
        open fun castVec2(x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec3(x: Float, y: Float, z: Float): AShaderBase.ShaderVar!
        open fun castVec3(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!, z: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec3(var: String!): AShaderBase.ShaderVar!
        open fun castVec3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec4(value: Float): AShaderBase.ShaderVar!
        open fun castVec4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun castVec4(var: String!): AShaderBase.ShaderVar!
        open fun castVec4(var: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
        open fun castVec4(var: String!, value: Float): AShaderBase.ShaderVar!
        open fun clamp(var: AShaderBase.ShaderVar!, value1: Float, value2: Float): AShaderBase.ShaderVar!
        open class Condition
          Module Contents Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
          Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
          Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
          open fun getJoinOperator(): AShader.Operator!
          open fun getLeftValue(): AShaderBase.ShaderVar!
          open fun getOperator(): AShader.Operator!
          open fun getRightValue(): String!
        open fun cos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun discard(): Unit
        open fun distance(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun divide(value1: Float!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun divide(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun dot(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun enclose(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun endif(): Unit
        open fun floor(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
        protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
        protected open fun getAttribLocation(programHandle: Int, name: String!): Int
        open fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getFunctions(): Hashtable<String!, String!>!
        open fun getGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
        open fun getGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
        open fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getPreprocessorDirectives(): MutableList<String!>!
        open fun getProgramHandle(): Int
        open fun getShaderFragment(shaderId: String!): IShaderFragment!
        open fun getShaderString(): String!
        open fun getShaderType(): AShader.ShaderType!
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
        protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, suffix: String!): Int
        protected open fun getUniformLocation(programHandle: Int, name: String!): Int
        open fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
        open fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
        protected val GL_DEPTH_RANGE: AShaderBase.GLDepthRange!
        protected val GL_FRAG_COLOR: AShaderBase.GLFragColor!
        protected val GL_FRAG_COORD: AShaderBase.GLFragCoord!
        protected val GL_POINT_COORD: AShaderBase.GLPointCoord!
        protected val GL_POINT_SIZE: AShaderBase.GLPointSize!
        protected val GL_POSITION: AShaderBase.GLPosition!
        open fun ifelse(): Unit
        open fun ifelseif(vararg conditions: AShader.Condition!): Unit
        open fun ifelseif(condition: AShader.Condition!): Unit
        open fun initialize(): Unit
        open fun inversesqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun length(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun main(): Unit
        open fun max(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun max(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
        open fun min(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun min(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
        open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
        open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, var3: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        protected var mNeedsBuild: Boolean
        open fun mod(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun mod(var1: AShaderBase.ShaderVar!, var2: String!): AShaderBase.ShaderVar!
        protected var mProgramHandle: Int
        protected var mShaderFragments: MutableList<IShaderFragment!>!
        protected var mShaderString: String!
        open fun multiply(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun needsBuild(): Boolean
        open fun normalize(value: String!): String!
        open fun normalize(value: AShaderBase.ShaderVar!): String!
        class Operator
          Module Contents AND
          EQUALS
          fun getOperatorString(): String!
          GREATER_THAN
          GREATER_THAN_EQUALS
          LESS_THAN
          LESS_THAN_EQUALS
          NOT_EQUALS
          OR
          XOR
        open fun pow(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun radians(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun reflect(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun setLocations(programHandle: Int): Unit
        open fun setNeedsBuild(needsBuild: Boolean): Unit
        open fun setStringBuilder(stringBuilder: StringBuilder!): Unit
        open fun setUniform1f(name: String!, value: Float): Unit
        open fun setUniform1i(name: String!, value: Int): Unit
        open fun setUniform2fv(name: String!, value: FloatArray!): Unit
        open fun setUniform3fv(name: String!, value: FloatArray!): Unit
        static var SHADER_ID: String!
        class ShaderType
          Module Contents FRAGMENT
          FRAGMENT_SHADER_FRAGMENT
          VERTEX
          VERTEX_SHADER_FRAGMENT
        open fun sin(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun sqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun startif(vararg conditions: AShader.Condition!): Unit
        open fun startif(condition: AShader.Condition!): Unit
        open fun subtract(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun subtract(value1: Float, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun tan(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture1D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture2D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun texture2DProj(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.RVec4!
        open fun texture3D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
        open fun textureCube(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
      abstract class AShaderBase
        Module Contents AShaderBase()
        class DataType
          Module Contents BOOL
          BVEC2
          BVEC3
          BVEC4
          CONSTANT
          FLOAT
          fun getTypeString(): String!
          INT
          IVEC2
          IVEC3
          IVEC4
          MAT2
          MAT3
          MAT4
          SAMPLER1D
          SAMPLER2D
          SAMPLER3D
          SAMPLER_EXTERNAL_EOS
          SAMPLERCUBE
          VEC2
          VEC3
          VEC4
          VOID
        class DefaultShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_NORMAL
          A_POSITION
          A_TEXTURE_COORD
          A_VERTEX_COLOR
          G_COLOR
          G_NORMAL
          G_POSITION
          G_SHADOW_VALUE
          G_SPECULAR_VALUE
          G_TEXTURE_COORD
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_COLOR
          U_COLOR_INFLUENCE
          U_INFLUENCE
          U_INVERSE_VIEW_MATRIX
          U_MODEL_MATRIX
          U_MODEL_VIEW_MATRIX
          U_MVP_MATRIX
          U_NORMAL_MATRIX
          U_OFFSET
          U_REPEAT
          U_TIME
          V_COLOR
          V_CUBE_TEXTURE_COORD
          V_EYE_DIR
          V_NORMAL
          V_TEXTURE_COORD
        protected open fun getInstanceForDataType(dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun getInstanceForDataType(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun getReturnTypeForOperation(left: AShaderBase.DataType!, right: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected class GLDepthRange : AShaderBase.RVec3
          Module Contents GLDepthRange()
          fun diff(): AShaderBase.ShaderVar!
          fun far(): AShaderBase.ShaderVar!
          fun near(): AShaderBase.ShaderVar!
        protected class GLFragColor : AShaderBase.RVec4
          Module Contents GLFragColor()
        protected class GLFragCoord : AShaderBase.RVec4
          Module Contents GLFragCoord()
        protected class GLPointCoord : AShaderBase.RVec2
          Module Contents GLPointCoord()
        protected class GLPointSize : AShaderBase.RFloat
          Module Contents GLPointSize()
        protected class GLPosition : AShaderBase.RVec4
          Module Contents GLPosition()
        interface IGlobalShaderVar
          Module Contents abstract fun getDataType(): AShaderBase.DataType!
          abstract fun getVarString(): String!
        protected var mShaderSB: StringBuilder!
        protected var mVarCount: Int
        class Precision
          Module Contents fun getPrecisionString(): String!
          HIGHP
          LOWP
          MEDIUMP
        protected open class RBool : AShaderBase.ShaderVar
          Module Contents RBool()
          RBool(name: String!)
          RBool(dataType: AShaderBase.DataType!)
          RBool(name: String!, dataType: AShaderBase.DataType!)
          RBool(value: AShaderBase.ShaderVar!)
          RBool(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
        protected open class RFloat : AShaderBase.ShaderVar
          Module Contents RFloat()
          RFloat(name: String!)
          RFloat(name: String!, value: AShaderBase.ShaderVar!)
          RFloat(value: AShaderBase.ShaderVar!)
          RFloat(var: AShaderBase.IGlobalShaderVar!, index: Int)
          RFloat(value: Double)
          RFloat(value: Float)
          open fun setValue(value: Float): Unit
        protected open class RInt : AShaderBase.ShaderVar
          Module Contents RInt()
          RInt(name: String!)
          RInt(name: String!, value: AShaderBase.ShaderVar!)
          RInt(value: AShaderBase.ShaderVar!)
          RInt(value: Float)
        protected open class RMat3 : AShaderBase.ShaderVar
          Module Contents RMat3()
          RMat3(name: String!)
          RMat3(dataType: AShaderBase.DataType!)
          RMat3(name: String!, dataType: AShaderBase.DataType!)
          RMat3(value: AShaderBase.ShaderVar!)
          RMat3(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
        protected open class RMat4 : AShaderBase.RMat3
          Module Contents RMat4()
          RMat4(name: String!)
          RMat4(value: AShaderBase.ShaderVar!)
          open fun setValue(m00: Float, m01: Float, m02: Float, m03: Float, m10: Float, m11: Float, m12: Float, m13: Float, m20: Float, m21: Float, m22: Float, m23: Float, m30: Float, m31: Float, m32: Float, m33: Float): Unit
        protected open class RSampler2D : AShaderBase.RVec4
          Module Contents RSampler2D()
          RSampler2D(dataType: AShaderBase.DataType!)
          RSampler2D(name: String!)
          RSampler2D(name: String!, dataType: AShaderBase.DataType!)
        protected open class RSamplerCube : AShaderBase.RSampler2D
          Module Contents RSamplerCube()
          RSamplerCube(name: String!)
        protected open class RSamplerExternalOES : AShaderBase.RSampler2D
          Module Contents RSamplerExternalOES()
          RSamplerExternalOES(name: String!)
        protected open class RVec2 : AShaderBase.ShaderVar
          Module Contents RVec2()
          RVec2(name: String!)
          RVec2(var: AShaderBase.DefaultShaderVar!)
          RVec2(dataType: AShaderBase.DataType!)
          RVec2(name: String!, dataType: AShaderBase.DataType!)
          RVec2(name: String!, value: AShaderBase.ShaderVar!)
          RVec2(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec2(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec2(value: AShaderBase.ShaderVar!)
          RVec2(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float): Unit
          open fun index(index: Int): AShaderBase.ShaderVar!
          open fun s(): AShaderBase.ShaderVar!
          open fun t(): AShaderBase.ShaderVar!
          open fun x(): AShaderBase.ShaderVar!
          open fun xy(): AShaderBase.ShaderVar!
          open fun y(): AShaderBase.ShaderVar!
        protected open class RVec3 : AShaderBase.RVec2
          Module Contents RVec3()
          RVec3(name: String!)
          RVec3(dataType: AShaderBase.DataType!)
          RVec3(name: String!, dataType: AShaderBase.DataType!)
          RVec3(var: AShaderBase.DefaultShaderVar!)
          RVec3(value: AShaderBase.ShaderVar!)
          RVec3(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec3(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec3(name: String!, value: AShaderBase.ShaderVar!)
          RVec3(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float, value3: Float): Unit
          open fun b(): AShaderBase.ShaderVar!
          open fun g(): AShaderBase.ShaderVar!
          open fun r(): AShaderBase.ShaderVar!
          open fun rgb(): AShaderBase.ShaderVar!
          open fun xyz(): AShaderBase.ShaderVar!
          open fun z(): AShaderBase.ShaderVar!
        protected open class RVec4 : AShaderBase.RVec3
          Module Contents RVec4()
          RVec4(name: String!)
          RVec4(dataType: AShaderBase.DataType!)
          RVec4(name: String!, dataType: AShaderBase.DataType!)
          RVec4(value: AShaderBase.ShaderVar!)
          RVec4(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec4(var: AShaderBase.DefaultShaderVar!)
          RVec4(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec4(name: String!, value: AShaderBase.ShaderVar!)
          RVec4(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun a(): AShaderBase.ShaderVar!
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float, value3: Float, value4: Float): Unit
          open fun rgba(): AShaderBase.ShaderVar!
          open fun w(): AShaderBase.ShaderVar!
          open fun xyzw(): AShaderBase.ShaderVar!
        protected open class ShaderVar
          Module Contents ShaderVar()
          ShaderVar(dataType: AShaderBase.DataType!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!)
          ShaderVar(dataType: AShaderBase.DataType!, value: String!)
          ShaderVar(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!)
          ShaderVar(dataType: AShaderBase.DataType!, value: String!, write: Boolean)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!, write: Boolean)
          open fun add(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun add(value: Float): AShaderBase.ShaderVar!
          open fun assign(value: AShaderBase.ShaderVar!): Unit
          open fun assign(value: String!): Unit
          open fun assign(value: Float): Unit
          open fun assignAdd(value: AShaderBase.ShaderVar!): Unit
          open fun assignAdd(value: Float): Unit
          open fun assignAdd(value: String!): Unit
          open fun assignMultiply(value: AShaderBase.ShaderVar!): Unit
          open fun assignMultiply(value: Float): Unit
          open fun assignMultiply(value: String!): Unit
          open fun assignSubtract(value: AShaderBase.ShaderVar!): Unit
          open fun assignSubtract(value: Float): Unit
          open fun assignSubtract(value: String!): Unit
          open fun divide(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun divide(value: Float): AShaderBase.ShaderVar!
          open fun elementAt(index: Int): AShaderBase.ShaderVar!
          open fun elementAt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun elementAt(index: String!): AShaderBase.ShaderVar!
          protected open fun generateName(): String!
          open fun getArraySize(): Int
          open fun getDataType(): AShaderBase.DataType!
          open fun getName(): String!
          open fun getValue(): String!
          open fun getVarName(): String!
          open fun isArray(size: Int): Unit
          open fun isArray(): Boolean
          protected open fun isGlobal(value: Boolean): Unit
          protected open fun isGlobal(): Boolean
          protected var mArraySize: Int
          protected var mDataType: AShaderBase.DataType!
          protected var mInitialized: Boolean
          protected var mIsArray: Boolean
          protected var mIsGlobal: Boolean
          protected var mName: String!
          open fun modulus(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun multiply(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun multiply(value: Float): AShaderBase.ShaderVar!
          protected var mValue: String!
          open fun negate(): AShaderBase.ShaderVar!
          open fun setName(name: String!): Unit
          open fun setValue(value: String!): Unit
          open fun subtract(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun subtract(value: Float): AShaderBase.ShaderVar!
          protected open fun writeAssign(value: String!): Unit
          protected open fun writeInitialize(): Unit
          protected open fun writeInitialize(value: String!): Unit
      abstract class AShaderBase
        Module Contents AShaderBase()
        class DataType
          Module Contents BOOL
          BVEC2
          BVEC3
          BVEC4
          CONSTANT
          FLOAT
          fun getTypeString(): String!
          INT
          IVEC2
          IVEC3
          IVEC4
          MAT2
          MAT3
          MAT4
          SAMPLER1D
          SAMPLER2D
          SAMPLER3D
          SAMPLER_EXTERNAL_EOS
          SAMPLERCUBE
          VEC2
          VEC3
          VEC4
          VOID
        class DefaultShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents A_NORMAL
          A_POSITION
          A_TEXTURE_COORD
          A_VERTEX_COLOR
          G_COLOR
          G_NORMAL
          G_POSITION
          G_SHADOW_VALUE
          G_SPECULAR_VALUE
          G_TEXTURE_COORD
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_COLOR
          U_COLOR_INFLUENCE
          U_INFLUENCE
          U_INVERSE_VIEW_MATRIX
          U_MODEL_MATRIX
          U_MODEL_VIEW_MATRIX
          U_MVP_MATRIX
          U_NORMAL_MATRIX
          U_OFFSET
          U_REPEAT
          U_TIME
          V_COLOR
          V_CUBE_TEXTURE_COORD
          V_EYE_DIR
          V_NORMAL
          V_TEXTURE_COORD
        protected open fun getInstanceForDataType(dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun getInstanceForDataType(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected open fun getReturnTypeForOperation(left: AShaderBase.DataType!, right: AShaderBase.DataType!): AShaderBase.ShaderVar!
        protected class GLDepthRange : AShaderBase.RVec3
          Module Contents GLDepthRange()
          fun diff(): AShaderBase.ShaderVar!
          fun far(): AShaderBase.ShaderVar!
          fun near(): AShaderBase.ShaderVar!
        protected class GLFragColor : AShaderBase.RVec4
          Module Contents GLFragColor()
        protected class GLFragCoord : AShaderBase.RVec4
          Module Contents GLFragCoord()
        protected class GLPointCoord : AShaderBase.RVec2
          Module Contents GLPointCoord()
        protected class GLPointSize : AShaderBase.RFloat
          Module Contents GLPointSize()
        protected class GLPosition : AShaderBase.RVec4
          Module Contents GLPosition()
        interface IGlobalShaderVar
          Module Contents abstract fun getDataType(): AShaderBase.DataType!
          abstract fun getVarString(): String!
        protected var mShaderSB: StringBuilder!
        protected var mVarCount: Int
        class Precision
          Module Contents fun getPrecisionString(): String!
          HIGHP
          LOWP
          MEDIUMP
        protected open class RBool : AShaderBase.ShaderVar
          Module Contents RBool()
          RBool(name: String!)
          RBool(dataType: AShaderBase.DataType!)
          RBool(name: String!, dataType: AShaderBase.DataType!)
          RBool(value: AShaderBase.ShaderVar!)
          RBool(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
        protected open class RFloat : AShaderBase.ShaderVar
          Module Contents RFloat()
          RFloat(name: String!)
          RFloat(name: String!, value: AShaderBase.ShaderVar!)
          RFloat(value: AShaderBase.ShaderVar!)
          RFloat(var: AShaderBase.IGlobalShaderVar!, index: Int)
          RFloat(value: Double)
          RFloat(value: Float)
          open fun setValue(value: Float): Unit
        protected open class RInt : AShaderBase.ShaderVar
          Module Contents RInt()
          RInt(name: String!)
          RInt(name: String!, value: AShaderBase.ShaderVar!)
          RInt(value: AShaderBase.ShaderVar!)
          RInt(value: Float)
        protected open class RMat3 : AShaderBase.ShaderVar
          Module Contents RMat3()
          RMat3(name: String!)
          RMat3(dataType: AShaderBase.DataType!)
          RMat3(name: String!, dataType: AShaderBase.DataType!)
          RMat3(value: AShaderBase.ShaderVar!)
          RMat3(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
        protected open class RMat4 : AShaderBase.RMat3
          Module Contents RMat4()
          RMat4(name: String!)
          RMat4(value: AShaderBase.ShaderVar!)
          open fun setValue(m00: Float, m01: Float, m02: Float, m03: Float, m10: Float, m11: Float, m12: Float, m13: Float, m20: Float, m21: Float, m22: Float, m23: Float, m30: Float, m31: Float, m32: Float, m33: Float): Unit
        protected open class RSampler2D : AShaderBase.RVec4
          Module Contents RSampler2D()
          RSampler2D(dataType: AShaderBase.DataType!)
          RSampler2D(name: String!)
          RSampler2D(name: String!, dataType: AShaderBase.DataType!)
        protected open class RSamplerCube : AShaderBase.RSampler2D
          Module Contents RSamplerCube()
          RSamplerCube(name: String!)
        protected open class RSamplerExternalOES : AShaderBase.RSampler2D
          Module Contents RSamplerExternalOES()
          RSamplerExternalOES(name: String!)
        protected open class RVec2 : AShaderBase.ShaderVar
          Module Contents RVec2()
          RVec2(name: String!)
          RVec2(var: AShaderBase.DefaultShaderVar!)
          RVec2(dataType: AShaderBase.DataType!)
          RVec2(name: String!, dataType: AShaderBase.DataType!)
          RVec2(name: String!, value: AShaderBase.ShaderVar!)
          RVec2(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec2(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec2(value: AShaderBase.ShaderVar!)
          RVec2(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float): Unit
          open fun index(index: Int): AShaderBase.ShaderVar!
          open fun s(): AShaderBase.ShaderVar!
          open fun t(): AShaderBase.ShaderVar!
          open fun x(): AShaderBase.ShaderVar!
          open fun xy(): AShaderBase.ShaderVar!
          open fun y(): AShaderBase.ShaderVar!
        protected open class RVec3 : AShaderBase.RVec2
          Module Contents RVec3()
          RVec3(name: String!)
          RVec3(dataType: AShaderBase.DataType!)
          RVec3(name: String!, dataType: AShaderBase.DataType!)
          RVec3(var: AShaderBase.DefaultShaderVar!)
          RVec3(value: AShaderBase.ShaderVar!)
          RVec3(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec3(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec3(name: String!, value: AShaderBase.ShaderVar!)
          RVec3(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float, value3: Float): Unit
          open fun b(): AShaderBase.ShaderVar!
          open fun g(): AShaderBase.ShaderVar!
          open fun r(): AShaderBase.ShaderVar!
          open fun rgb(): AShaderBase.ShaderVar!
          open fun xyz(): AShaderBase.ShaderVar!
          open fun z(): AShaderBase.ShaderVar!
        protected open class RVec4 : AShaderBase.RVec3
          Module Contents RVec4()
          RVec4(name: String!)
          RVec4(dataType: AShaderBase.DataType!)
          RVec4(name: String!, dataType: AShaderBase.DataType!)
          RVec4(value: AShaderBase.ShaderVar!)
          RVec4(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          RVec4(var: AShaderBase.DefaultShaderVar!)
          RVec4(var: AShaderBase.DefaultShaderVar!, value: AShaderBase.ShaderVar!)
          RVec4(name: String!, value: AShaderBase.ShaderVar!)
          RVec4(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          open fun a(): AShaderBase.ShaderVar!
          open fun assign(value: Float): Unit
          open fun assign(value1: Float, value2: Float, value3: Float, value4: Float): Unit
          open fun rgba(): AShaderBase.ShaderVar!
          open fun w(): AShaderBase.ShaderVar!
          open fun xyzw(): AShaderBase.ShaderVar!
        protected open class ShaderVar
          Module Contents ShaderVar()
          ShaderVar(dataType: AShaderBase.DataType!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!)
          ShaderVar(dataType: AShaderBase.DataType!, value: String!)
          ShaderVar(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!)
          ShaderVar(dataType: AShaderBase.DataType!, value: String!, write: Boolean)
          ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!, write: Boolean)
          open fun add(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun add(value: Float): AShaderBase.ShaderVar!
          open fun assign(value: AShaderBase.ShaderVar!): Unit
          open fun assign(value: String!): Unit
          open fun assign(value: Float): Unit
          open fun assignAdd(value: AShaderBase.ShaderVar!): Unit
          open fun assignAdd(value: Float): Unit
          open fun assignAdd(value: String!): Unit
          open fun assignMultiply(value: AShaderBase.ShaderVar!): Unit
          open fun assignMultiply(value: Float): Unit
          open fun assignMultiply(value: String!): Unit
          open fun assignSubtract(value: AShaderBase.ShaderVar!): Unit
          open fun assignSubtract(value: Float): Unit
          open fun assignSubtract(value: String!): Unit
          open fun divide(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun divide(value: Float): AShaderBase.ShaderVar!
          open fun elementAt(index: Int): AShaderBase.ShaderVar!
          open fun elementAt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun elementAt(index: String!): AShaderBase.ShaderVar!
          protected open fun generateName(): String!
          open fun getArraySize(): Int
          open fun getDataType(): AShaderBase.DataType!
          open fun getName(): String!
          open fun getValue(): String!
          open fun getVarName(): String!
          open fun isArray(size: Int): Unit
          open fun isArray(): Boolean
          protected open fun isGlobal(value: Boolean): Unit
          protected open fun isGlobal(): Boolean
          protected var mArraySize: Int
          protected var mDataType: AShaderBase.DataType!
          protected var mInitialized: Boolean
          protected var mIsArray: Boolean
          protected var mIsGlobal: Boolean
          protected var mName: String!
          open fun modulus(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun multiply(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun multiply(value: Float): AShaderBase.ShaderVar!
          protected var mValue: String!
          open fun negate(): AShaderBase.ShaderVar!
          open fun setName(name: String!): Unit
          open fun setValue(value: String!): Unit
          open fun subtract(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
          open fun subtract(value: Float): AShaderBase.ShaderVar!
          protected open fun writeAssign(value: String!): Unit
          protected open fun writeInitialize(): Unit
          protected open fun writeInitialize(value: String!): Unit
      open class FragmentShader : AShader
        Module Contents FragmentShader()
        FragmentShader(resourceId: Int)
        FragmentShader(shaderString: String!)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColorInfluence(): Float
        open fun hasCubeMaps(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setLocations(programHandle: Int): Unit
      open class FragmentShader : AShader
        Module Contents FragmentShader()
        FragmentShader(resourceId: Int)
        FragmentShader(shaderString: String!)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColorInfluence(): Float
        open fun hasCubeMaps(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setLocations(programHandle: Int): Unit
      interface IShaderFragment
        Module Contents abstract fun applyParams(): Unit
        abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getFunctions(): Hashtable<String!, String!>!
        abstract fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getInsertLocation(): Material.PluginInsertLocation!
        abstract fun getPreprocessorDirectives(): MutableList<String!>!
        abstract fun getShaderId(): String!
        abstract fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun main(): Unit
        abstract fun setLocations(programHandle: Int): Unit
        abstract fun setStringBuilder(stringBuilder: StringBuilder!): Unit
        abstract fun unbindTextures(): Unit
      interface IShaderFragment
        Module Contents abstract fun applyParams(): Unit
        abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getFunctions(): Hashtable<String!, String!>!
        abstract fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getInsertLocation(): Material.PluginInsertLocation!
        abstract fun getPreprocessorDirectives(): MutableList<String!>!
        abstract fun getShaderId(): String!
        abstract fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
        abstract fun main(): Unit
        abstract fun setLocations(programHandle: Int): Unit
        abstract fun setStringBuilder(stringBuilder: StringBuilder!): Unit
        abstract fun unbindTextures(): Unit
      open class VertexShader : AShader
        Module Contents VertexShader()
        VertexShader(resourceId: Int)
        VertexShader(shaderString: String!)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColor(): Int
        open fun hasCubeMaps(value: Boolean): Unit
        open fun hasSkyTexture(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray!): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: FloatArray!): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setModelMatrix(modelMatrix: Matrix4!): Unit
        open fun setModelViewMatrix(modelViewMatrix: FloatArray!): Unit
        open fun setMVPMatrix(mvpMatrix: FloatArray!): Unit
        open fun setNormalMatrix(normalMatrix: FloatArray!): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun useVertexColors(value: Boolean): Unit
      open class VertexShader : AShader
        Module Contents VertexShader()
        VertexShader(resourceId: Int)
        VertexShader(shaderString: String!)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColor(): Int
        open fun hasCubeMaps(value: Boolean): Unit
        open fun hasSkyTexture(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray!): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: FloatArray!): Unit
        open fun setLights(lights: MutableList<ALight!>!): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setModelMatrix(modelMatrix: Matrix4!): Unit
        open fun setModelViewMatrix(modelViewMatrix: FloatArray!): Unit
        open fun setMVPMatrix(mvpMatrix: FloatArray!): Unit
        open fun setNormalMatrix(normalMatrix: FloatArray!): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun useVertexColors(value: Boolean): Unit
    package org.rajawali3d.materials.shaders.fragments
      Module Contents open class LightsFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LightsFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LightsFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LightsFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LightsVertexShaderFragment : AShader, IShaderFragment
        Module Contents LightsVertexShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        class LightsShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents G_LIGHT_DIRECTION
          G_LIGHT_DISTANCE
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_AMBIENT_COLOR
          U_AMBIENT_INTENSITY
          U_LIGHT_ATTENUATION
          U_LIGHT_COLOR
          U_LIGHT_DIRECTION
          U_LIGHT_POSITION
          U_LIGHT_POWER
          U_SPOT_CUTOFF_ANGLE
          U_SPOT_EXPONENT
          U_SPOT_FALLOFF
          V_AMBIENT_COLOR
          V_EYE
          V_LIGHT_ATTENUATION
        open fun main(): Unit
        protected var mAmbientColor: FloatArray!
        protected var mAmbientIntensity: FloatArray!
        protected val mTemp3Floats: FloatArray!
        protected val mTemp4Floats: FloatArray!
        protected var muAmbientColorHandle: Int
        protected var muAmbientIntensityHandle: Int
        open fun setAmbientColor(ambientColor: FloatArray!): Unit
        open fun setAmbientIntensity(ambientIntensity: FloatArray!): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LightsVertexShaderFragment : AShader, IShaderFragment
        Module Contents LightsVertexShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        class LightsShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents G_LIGHT_DIRECTION
          G_LIGHT_DISTANCE
          fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_AMBIENT_COLOR
          U_AMBIENT_INTENSITY
          U_LIGHT_ATTENUATION
          U_LIGHT_COLOR
          U_LIGHT_DIRECTION
          U_LIGHT_POSITION
          U_LIGHT_POWER
          U_SPOT_CUTOFF_ANGLE
          U_SPOT_EXPONENT
          U_SPOT_FALLOFF
          V_AMBIENT_COLOR
          V_EYE
          V_LIGHT_ATTENUATION
        open fun main(): Unit
        protected var mAmbientColor: FloatArray!
        protected var mAmbientIntensity: FloatArray!
        protected val mTemp3Floats: FloatArray!
        protected val mTemp4Floats: FloatArray!
        protected var muAmbientColorHandle: Int
        protected var muAmbientIntensityHandle: Int
        open fun setAmbientColor(ambientColor: FloatArray!): Unit
        open fun setAmbientIntensity(ambientIntensity: FloatArray!): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders.fragments.animation
      Module Contents open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents SkeletalAnimationVertexShaderFragment(numJoints: Int, numVertexWeights: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        protected var mTempBoneArray: FloatArray!
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray!): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents SkeletalAnimationVertexShaderFragment(numJoints: Int, numVertexWeights: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        protected var mTempBoneArray: FloatArray!
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray!): Unit
        open fun setLocations(programHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents VertexAnimationVertexShaderFragment()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setInterpolation(interpolation: Double): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents VertexAnimationVertexShaderFragment()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setInterpolation(interpolation: Double): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders.fragments.diffuse
      Module Contents open class LambertFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LambertFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LambertFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LambertFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class OrenNayarFragmentShaderFragment : AShader, IShaderFragment
        Module Contents OrenNayarFragmentShaderFragment(lights: MutableList<ALight!>!, roughness: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class OrenNayarFragmentShaderFragment : AShader, IShaderFragment
        Module Contents OrenNayarFragmentShaderFragment(lights: MutableList<ALight!>!, roughness: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders.fragments.effects
      Module Contents open class ToonFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ToonFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setToonColors(toonColor0: FloatArray!, toonColor1: FloatArray!, toonColor2: FloatArray!, toonColor3: FloatArray!): Unit
        static val SHADER_ID: String
        class ToonShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_TOON_COLOR0
          U_TOON_COLOR1
          U_TOON_COLOR2
          U_TOON_COLOR3
        open fun unbindTextures(): Unit
      open class ToonFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ToonFragmentShaderFragment(lights: MutableList<ALight!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setToonColors(toonColor0: FloatArray!, toonColor1: FloatArray!, toonColor2: FloatArray!, toonColor3: FloatArray!): Unit
        static val SHADER_ID: String
        class ToonShaderVar : AShaderBase.IGlobalShaderVar
          Module Contents fun getDataType(): AShaderBase.DataType!
          fun getVarString(): String!
          U_TOON_COLOR0
          U_TOON_COLOR1
          U_TOON_COLOR2
          U_TOON_COLOR3
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders.fragments.specular
      Module Contents open class CookTorranceFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents CookTorranceFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, roughness: Float)
        CookTorranceFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, roughness: Float, extinctionCoefficient: Float, textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setExtinctionCoefficient(extinctionCoefficient: Float): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setRoughness(roughness: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class CookTorranceFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents CookTorranceFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, roughness: Float)
        CookTorranceFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, roughness: Float, extinctionCoefficient: Float, textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setExtinctionCoefficient(extinctionCoefficient: Float): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setRoughness(roughness: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents PhongFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, shininess: Float)
        PhongFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, shininess: Float, specularIntensity: Float, textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setShininess(shininess: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        open fun setSpecularIntensity(specularIntensity: Float): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents PhongFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, shininess: Float)
        PhongFragmentShaderFragment(lights: MutableList<ALight!>!, specularColor: Int, shininess: Float, specularIntensity: Float, textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setShininess(shininess: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        open fun setSpecularIntensity(specularIntensity: Float): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders.fragments.texture
      Module Contents open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents AlphaMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents AlphaMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ATextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        protected var mTextures: MutableList<ATexture!>!
        protected var muCubeTextures: Array<AShaderBase.RSamplerCube!>!
        protected var muInfluence: Array<AShaderBase.RFloat!>!
        protected var muInfluenceHandles: IntArray!
        protected var muOffset: Array<AShaderBase.RVec2!>!
        protected var muOffsetHandles: IntArray!
        protected var muRepeat: Array<AShaderBase.RVec2!>!
        protected var muRepeatHandles: IntArray!
        protected var muTextureHandles: IntArray!
        protected var muTextures: Array<AShaderBase.RSampler2D!>!
        protected var muVideoTextures: Array<AShaderBase.RSamplerExternalOES!>!
        open fun setLocations(programHandle: Int): Unit
      abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ATextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun applyParams(): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        protected var mTextures: MutableList<ATexture!>!
        protected var muCubeTextures: Array<AShaderBase.RSamplerCube!>!
        protected var muInfluence: Array<AShaderBase.RFloat!>!
        protected var muInfluenceHandles: IntArray!
        protected var muOffset: Array<AShaderBase.RVec2!>!
        protected var muOffsetHandles: IntArray!
        protected var muRepeat: Array<AShaderBase.RVec2!>!
        protected var muRepeatHandles: IntArray!
        protected var muTextureHandles: IntArray!
        protected var muTextures: Array<AShaderBase.RSampler2D!>!
        protected var muVideoTextures: Array<AShaderBase.RSamplerExternalOES!>!
        open fun setLocations(programHandle: Int): Unit
      open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents DiffuseTextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents DiffuseTextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents EnvironmentMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents EnvironmentMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LightMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents LightMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class LightMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents LightMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents NormalMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents NormalMapFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents SkyTextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
      open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents SkyTextureFragmentShaderFragment(textures: MutableList<ATexture!>!)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): Material.PluginInsertLocation!
        open fun getShaderId(): String!
        open fun initialize(): Unit
        open fun main(): Unit
        static val SHADER_ID: String
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.textures
      Module Contents abstract class ACompressedTexture : ATexture
        Module Contents protected ACompressedTexture()
        ACompressedTexture(other: ACompressedTexture!)
        ACompressedTexture(textureName: String!)
        ACompressedTexture(textureName: String!, byteBuffer: ByteBuffer!)
        ACompressedTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        protected open fun add(): Unit
        class CompressionType
          Module Contents ATC
          DXT1
          ETC1
          ETC2
          NONE
          PALETTED
          PVRTC
          THREEDC
        open fun getByteBuffers(): Array<ByteBuffer!>!
        open fun getCompressionFormat(): Int
        open fun getCompressionType(): ACompressedTexture.CompressionType!
        protected var mByteBuffers: Array<ByteBuffer!>!
        protected var mCompressionFormat: Int
        protected var mCompressionType: ACompressedTexture.CompressionType!
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer!): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer!>!): Unit
        open fun setCompressionFormat(compressionFormat: Int): Unit
        open fun setCompressionType(compressionType: ACompressedTexture.CompressionType!): Unit
        open fun setFrom(other: ACompressedTexture!): Unit
      abstract class ACompressedTexture : ATexture
        Module Contents protected ACompressedTexture()
        ACompressedTexture(other: ACompressedTexture!)
        ACompressedTexture(textureName: String!)
        ACompressedTexture(textureName: String!, byteBuffer: ByteBuffer!)
        ACompressedTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        protected open fun add(): Unit
        class CompressionType
          Module Contents ATC
          DXT1
          ETC1
          ETC2
          NONE
          PALETTED
          PVRTC
          THREEDC
        open fun getByteBuffers(): Array<ByteBuffer!>!
        open fun getCompressionFormat(): Int
        open fun getCompressionType(): ACompressedTexture.CompressionType!
        protected var mByteBuffers: Array<ByteBuffer!>!
        protected var mCompressionFormat: Int
        protected var mCompressionType: ACompressedTexture.CompressionType!
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer!): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer!>!): Unit
        open fun setCompressionFormat(compressionFormat: Int): Unit
        open fun setCompressionType(compressionType: ACompressedTexture.CompressionType!): Unit
        open fun setFrom(other: ACompressedTexture!): Unit
      open class AlphaMapTexture : ASingleTexture
        Module Contents AlphaMapTexture(other: AlphaMapTexture!)
        AlphaMapTexture(textureName: String!)
        AlphaMapTexture(textureName: String!, resourceId: Int)
        AlphaMapTexture(textureName: String!, bitmap: Bitmap!)
        AlphaMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): AlphaMapTexture!
        open fun getAlphaMaskingThreshold(): Float
        open fun setAlphaMaskingThreshold(threshold: Float): Unit
      open class AlphaMapTexture : ASingleTexture
        Module Contents AlphaMapTexture(other: AlphaMapTexture!)
        AlphaMapTexture(textureName: String!)
        AlphaMapTexture(textureName: String!, resourceId: Int)
        AlphaMapTexture(textureName: String!, bitmap: Bitmap!)
        AlphaMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): AlphaMapTexture!
        open fun getAlphaMaskingThreshold(): Float
        open fun setAlphaMaskingThreshold(threshold: Float): Unit
      abstract class AMultiTexture : ATexture
        Module Contents protected AMultiTexture()
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, resourceIds: IntArray!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, bitmaps: Array<Bitmap!>!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, compressedTextures: Array<ACompressedTexture!>!)
        AMultiTexture(other: ATexture!)
        open fun getBitmaps(): Array<Bitmap!>!
        open fun getByteBuffers(): Array<ByteBuffer!>!
        open fun getCompressedTextures(): Array<ACompressedTexture!>!
        open fun getResourceIds(): IntArray!
        protected var mBitmaps: Array<Bitmap!>!
        protected var mByteBuffers: Array<ByteBuffer!>!
        protected var mCompressedTextures: Array<ACompressedTexture!>!
        protected var mResourceIds: IntArray!
        protected open fun reset(): Unit
        open fun setBitmaps(bitmaps: Array<Bitmap!>!): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer!>!): Unit
        open fun setCompressedTextures(compressedTextures: Array<ACompressedTexture!>!): Unit
        open fun setFrom(other: AMultiTexture!): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      abstract class AMultiTexture : ATexture
        Module Contents protected AMultiTexture()
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, resourceIds: IntArray!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, bitmaps: Array<Bitmap!>!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        AMultiTexture(textureType: ATexture.TextureType!, textureName: String!, compressedTextures: Array<ACompressedTexture!>!)
        AMultiTexture(other: ATexture!)
        open fun getBitmaps(): Array<Bitmap!>!
        open fun getByteBuffers(): Array<ByteBuffer!>!
        open fun getCompressedTextures(): Array<ACompressedTexture!>!
        open fun getResourceIds(): IntArray!
        protected var mBitmaps: Array<Bitmap!>!
        protected var mByteBuffers: Array<ByteBuffer!>!
        protected var mCompressedTextures: Array<ACompressedTexture!>!
        protected var mResourceIds: IntArray!
        protected open fun reset(): Unit
        open fun setBitmaps(bitmaps: Array<Bitmap!>!): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer!>!): Unit
        open fun setCompressedTextures(compressedTextures: Array<ACompressedTexture!>!): Unit
        open fun setFrom(other: AMultiTexture!): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      open class AnimatedGIFTexture : ASingleTexture
        Module Contents AnimatedGIFTexture(name: String!, resourceId: Int)
        AnimatedGIFTexture(name: String!, resourceId: Int, textureSize: Int)
        AnimatedGIFTexture(other: AnimatedGIFTexture!)
        open fun clone(): AnimatedGIFTexture!
        open fun getCanvas(): Canvas!
        open fun getHeight(): Int
        open fun getMovie(): Movie!
        open fun getResourceId(): Int
        open fun getTextureSize(): Int
        open fun getWidth(): Int
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun rewind(): Unit
        open fun setFrom(other: AnimatedGIFTexture!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun update(): Unit
      open class AnimatedGIFTexture : ASingleTexture
        Module Contents AnimatedGIFTexture(name: String!, resourceId: Int)
        AnimatedGIFTexture(name: String!, resourceId: Int, textureSize: Int)
        AnimatedGIFTexture(other: AnimatedGIFTexture!)
        open fun clone(): AnimatedGIFTexture!
        open fun getCanvas(): Canvas!
        open fun getHeight(): Int
        open fun getMovie(): Movie!
        open fun getResourceId(): Int
        open fun getTextureSize(): Int
        open fun getWidth(): Int
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun rewind(): Unit
        open fun setFrom(other: AnimatedGIFTexture!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun update(): Unit
      abstract class ASingleTexture : ATexture
        Module Contents protected ASingleTexture()
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!)
        ASingleTexture(textureType: ATexture.TextureType!, resourceId: Int)
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!, bitmap: Bitmap!)
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!, compressedTexture: ACompressedTexture!)
        ASingleTexture(other: ASingleTexture!)
        protected open fun add(): Unit
        abstract fun clone(): ASingleTexture!
        open fun getBitmap(): Bitmap!
        open fun getByteBuffer(): ByteBuffer!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mByteBuffer: ByteBuffer!
        protected var mResourceId: Int
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun setBitmap(bitmap: Bitmap!): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer!): Unit
        open fun setFilterType(filterType: ATexture.FilterType!): Unit
        open fun setFrom(other: ASingleTexture!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setWrapType(wrapType: ATexture.WrapType!): Unit
      abstract class ASingleTexture : ATexture
        Module Contents protected ASingleTexture()
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!)
        ASingleTexture(textureType: ATexture.TextureType!, resourceId: Int)
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!, bitmap: Bitmap!)
        ASingleTexture(textureType: ATexture.TextureType!, textureName: String!, compressedTexture: ACompressedTexture!)
        ASingleTexture(other: ASingleTexture!)
        protected open fun add(): Unit
        abstract fun clone(): ASingleTexture!
        open fun getBitmap(): Bitmap!
        open fun getByteBuffer(): ByteBuffer!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mByteBuffer: ByteBuffer!
        protected var mResourceId: Int
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun setBitmap(bitmap: Bitmap!): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer!): Unit
        open fun setFilterType(filterType: ATexture.FilterType!): Unit
        open fun setFrom(other: ASingleTexture!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setWrapType(wrapType: ATexture.WrapType!): Unit
      open class AtcTexture : ACompressedTexture
        Module Contents AtcTexture(other: AtcTexture!)
        AtcTexture(textureName: String!, byteBuffer: ByteBuffer!, atcFormat: AtcTexture.AtcFormat!)
        AtcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, atcFormat: AtcTexture.AtcFormat!)
        class AtcFormat
          Module Contents RGB
          RGBA_EXPLICIT
          RGBA_INTERPOLATED
        open fun clone(): AtcTexture!
        open fun getAtcFormat(): AtcTexture.AtcFormat!
        protected var mAtcFormat: AtcTexture.AtcFormat!
        open fun setAtcFormat(atcFormat: AtcTexture.AtcFormat!): Unit
        open fun setFrom(other: AtcTexture!): Unit
      open class AtcTexture : ACompressedTexture
        Module Contents AtcTexture(other: AtcTexture!)
        AtcTexture(textureName: String!, byteBuffer: ByteBuffer!, atcFormat: AtcTexture.AtcFormat!)
        AtcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, atcFormat: AtcTexture.AtcFormat!)
        class AtcFormat
          Module Contents RGB
          RGBA_EXPLICIT
          RGBA_INTERPOLATED
        open fun clone(): AtcTexture!
        open fun getAtcFormat(): AtcTexture.AtcFormat!
        protected var mAtcFormat: AtcTexture.AtcFormat!
        open fun setAtcFormat(atcFormat: AtcTexture.AtcFormat!): Unit
        open fun setFrom(other: AtcTexture!): Unit
      abstract class ATexture
        Module Contents ATexture(textureType: ATexture.TextureType!, @NonNull textureName: String)
        ATexture(textureType: ATexture.TextureType!, @NonNull textureName: String, compressedTexture: ACompressedTexture!)
        protected ATexture()
        ATexture(other: ATexture!)
        protected abstract fun add(): Unit
        abstract fun clone(): ATexture!
        open fun enableOffset(value: Boolean): Unit
        class FilterType
          Module Contents LINEAR
          NEAREST
        open fun getBitmapConfig(): Config!
        open fun getBitmapFormat(): Int
        open fun getCompressedTexture(): ACompressedTexture!
        open fun getFilterType(): ATexture.FilterType!
        open fun getGLTextureType(): Int
        open fun getHeight(): Int
        open fun getInfluence(): Float
        open fun getOffset(): FloatArray!
        open fun getOffsetU(): Float
        open fun getOffsetV(): Float
        open fun getOwnerIdentity(): String!
        open fun getRepeat(): FloatArray!
        open fun getRepeatU(): Float
        open fun getRepeatV(): Float
        open fun getTextureId(): Int
        open fun getTextureName(): String!
        open fun getTextureType(): ATexture.TextureType!
        open fun getWidth(): Int
        open fun getWrapType(): ATexture.WrapType!
        open fun isMipmap(): Boolean
        protected var mBitmapConfig: Config!
        protected var mBitmapFormat: Int
        protected var mCompressedTexture: ACompressedTexture!
        protected var mEnableOffset: Boolean
        protected var mFilterType: ATexture.FilterType!
        protected var mGLTextureType: Int
        protected var mHeight: Int
        protected var mInfluence: Float
        protected var mMaterialsUsingTexture: MutableList<Material!>!
        protected var mMipmap: Boolean
        protected var mOffset: FloatArray!
        protected var mOwnerIdentity: String!
        protected var mRepeat: FloatArray!
        protected var mShouldRecycle: Boolean
        protected var mTextureId: Int
        @NonNull protected var mTextureName: String
        protected var mTextureType: ATexture.TextureType!
        protected var mWidth: Int
        protected var mWrapType: ATexture.WrapType!
        open fun offsetEnabled(): Boolean
        open fun registerMaterial(material: Material!): Boolean
        protected abstract fun remove(): Unit
        protected abstract fun replace(): Unit
        protected abstract fun reset(): Unit
        open fun setBitmapConfig(bitmapConfig: Config!): Unit
        open fun setBitmapFormat(bitmapFormat: Int): Unit
        open fun setCompressedTexture(compressedTexture: ACompressedTexture!): Unit
        open fun setFilterType(filterType: ATexture.FilterType!): Unit
        open fun setFrom(other: ATexture!): Unit
        open fun setGLTextureType(glTextureType: Int): Unit
        open fun setHeight(height: Int): Unit
        open fun setInfluence(influence: Float): Unit
        open fun setMipmap(mipmap: Boolean): Unit
        open fun setOffset(u: Float, v: Float): Unit
        open fun setOffsetU(value: Float): Unit
        open fun setOffsetV(value: Float): Unit
        open fun setOwnerIdentity(identity: String!): Unit
        open fun setRepeat(u: Float, v: Float): Unit
        open fun setRepeatU(value: Float): Unit
        open fun setRepeatV(value: Float): Unit
        open fun setTextureId(textureId: Int): Unit
        open fun setTextureName(textureName: String!): Unit
        open fun setWidth(width: Int): Unit
        open fun setWrapType(wrapType: ATexture.WrapType!): Unit
        open fun shouldRecycle(shouldRecycle: Boolean): Unit
        open class TextureException : Exception
          Module Contents TextureException()
          TextureException(msg: String!)
          TextureException(throwable: Throwable!)
          TextureException(msg: String!, throwable: Throwable!)
        class TextureType
          Module Contents ALPHA
          COMPRESSED
          CUBE_MAP
          DEPTH_BUFFER
          DIFFUSE
          LIGHT
          LOOKUP
          NORMAL
          RENDER_TARGET
          SPECULAR
          SPHERE_MAP
          VIDEO_TEXTURE
        open fun unregisterMaterial(material: Material!): Boolean
        open fun willRecycle(): Boolean
        class WrapType
          Module Contents CLAMP
          REPEAT
      abstract class ATexture
        Module Contents ATexture(textureType: ATexture.TextureType!, @NonNull textureName: String)
        ATexture(textureType: ATexture.TextureType!, @NonNull textureName: String, compressedTexture: ACompressedTexture!)
        protected ATexture()
        ATexture(other: ATexture!)
        protected abstract fun add(): Unit
        abstract fun clone(): ATexture!
        open fun enableOffset(value: Boolean): Unit
        class FilterType
          Module Contents LINEAR
          NEAREST
        open fun getBitmapConfig(): Config!
        open fun getBitmapFormat(): Int
        open fun getCompressedTexture(): ACompressedTexture!
        open fun getFilterType(): ATexture.FilterType!
        open fun getGLTextureType(): Int
        open fun getHeight(): Int
        open fun getInfluence(): Float
        open fun getOffset(): FloatArray!
        open fun getOffsetU(): Float
        open fun getOffsetV(): Float
        open fun getOwnerIdentity(): String!
        open fun getRepeat(): FloatArray!
        open fun getRepeatU(): Float
        open fun getRepeatV(): Float
        open fun getTextureId(): Int
        open fun getTextureName(): String!
        open fun getTextureType(): ATexture.TextureType!
        open fun getWidth(): Int
        open fun getWrapType(): ATexture.WrapType!
        open fun isMipmap(): Boolean
        protected var mBitmapConfig: Config!
        protected var mBitmapFormat: Int
        protected var mCompressedTexture: ACompressedTexture!
        protected var mEnableOffset: Boolean
        protected var mFilterType: ATexture.FilterType!
        protected var mGLTextureType: Int
        protected var mHeight: Int
        protected var mInfluence: Float
        protected var mMaterialsUsingTexture: MutableList<Material!>!
        protected var mMipmap: Boolean
        protected var mOffset: FloatArray!
        protected var mOwnerIdentity: String!
        protected var mRepeat: FloatArray!
        protected var mShouldRecycle: Boolean
        protected var mTextureId: Int
        @NonNull protected var mTextureName: String
        protected var mTextureType: ATexture.TextureType!
        protected var mWidth: Int
        protected var mWrapType: ATexture.WrapType!
        open fun offsetEnabled(): Boolean
        open fun registerMaterial(material: Material!): Boolean
        protected abstract fun remove(): Unit
        protected abstract fun replace(): Unit
        protected abstract fun reset(): Unit
        open fun setBitmapConfig(bitmapConfig: Config!): Unit
        open fun setBitmapFormat(bitmapFormat: Int): Unit
        open fun setCompressedTexture(compressedTexture: ACompressedTexture!): Unit
        open fun setFilterType(filterType: ATexture.FilterType!): Unit
        open fun setFrom(other: ATexture!): Unit
        open fun setGLTextureType(glTextureType: Int): Unit
        open fun setHeight(height: Int): Unit
        open fun setInfluence(influence: Float): Unit
        open fun setMipmap(mipmap: Boolean): Unit
        open fun setOffset(u: Float, v: Float): Unit
        open fun setOffsetU(value: Float): Unit
        open fun setOffsetV(value: Float): Unit
        open fun setOwnerIdentity(identity: String!): Unit
        open fun setRepeat(u: Float, v: Float): Unit
        open fun setRepeatU(value: Float): Unit
        open fun setRepeatV(value: Float): Unit
        open fun setTextureId(textureId: Int): Unit
        open fun setTextureName(textureName: String!): Unit
        open fun setWidth(width: Int): Unit
        open fun setWrapType(wrapType: ATexture.WrapType!): Unit
        open fun shouldRecycle(shouldRecycle: Boolean): Unit
        open class TextureException : Exception
          Module Contents TextureException()
          TextureException(msg: String!)
          TextureException(throwable: Throwable!)
          TextureException(msg: String!, throwable: Throwable!)
        class TextureType
          Module Contents ALPHA
          COMPRESSED
          CUBE_MAP
          DEPTH_BUFFER
          DIFFUSE
          LIGHT
          LOOKUP
          NORMAL
          RENDER_TARGET
          SPECULAR
          SPHERE_MAP
          VIDEO_TEXTURE
        open fun unregisterMaterial(material: Material!): Boolean
        open fun willRecycle(): Boolean
        class WrapType
          Module Contents CLAMP
          REPEAT
      open class CubeMapTexture : AMultiTexture
        Module Contents CubeMapTexture(other: CubeMapTexture!)
        CubeMapTexture(textureName: String!)
        CubeMapTexture(textureName: String!, resourceIds: IntArray!)
        CubeMapTexture(textureName: String!, bitmaps: Array<Bitmap!>!)
        CubeMapTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        CubeMapTexture(textureName: String!, compressedTextures: Array<ACompressedTexture!>!)
        protected open fun add(): Unit
        open fun clone(): CubeMapTexture!
        val CUBE_FACES: IntArray!
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
        protected open fun remove(): Unit
        protected open fun replace(): Unit
      open class CubeMapTexture : AMultiTexture
        Module Contents CubeMapTexture(other: CubeMapTexture!)
        CubeMapTexture(textureName: String!)
        CubeMapTexture(textureName: String!, resourceIds: IntArray!)
        CubeMapTexture(textureName: String!, bitmaps: Array<Bitmap!>!)
        CubeMapTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        CubeMapTexture(textureName: String!, compressedTextures: Array<ACompressedTexture!>!)
        protected open fun add(): Unit
        open fun clone(): CubeMapTexture!
        val CUBE_FACES: IntArray!
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
        protected open fun remove(): Unit
        protected open fun replace(): Unit
      open class Dxt1Texture : ACompressedTexture
        Module Contents Dxt1Texture(other: Dxt1Texture!)
        Dxt1Texture(textureName: String!, byteBuffer: ByteBuffer!, dxt1Format: Dxt1Texture.Dxt1Format!)
        Dxt1Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, dxt1Format: Dxt1Texture.Dxt1Format!)
        open fun clone(): Dxt1Texture!
        class Dxt1Format
          Module Contents RGB
          RGBA
        open fun getDxt1Format(): Dxt1Texture.Dxt1Format!
        protected var mDxt1Format: Dxt1Texture.Dxt1Format!
        open fun setDxt1Format(dxt1Format: Dxt1Texture.Dxt1Format!): Unit
        open fun setFrom(other: Dxt1Texture!): Unit
      open class Dxt1Texture : ACompressedTexture
        Module Contents Dxt1Texture(other: Dxt1Texture!)
        Dxt1Texture(textureName: String!, byteBuffer: ByteBuffer!, dxt1Format: Dxt1Texture.Dxt1Format!)
        Dxt1Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, dxt1Format: Dxt1Texture.Dxt1Format!)
        open fun clone(): Dxt1Texture!
        class Dxt1Format
          Module Contents RGB
          RGBA
        open fun getDxt1Format(): Dxt1Texture.Dxt1Format!
        protected var mDxt1Format: Dxt1Texture.Dxt1Format!
        open fun setDxt1Format(dxt1Format: Dxt1Texture.Dxt1Format!): Unit
        open fun setFrom(other: Dxt1Texture!): Unit
      open class Etc1Texture : ACompressedTexture
        Module Contents Etc1Texture(textureName: String!)
        Etc1Texture(resourceId: Int)
        Etc1Texture(textureName: String!, resourceId: Int, fallbackTexture: Bitmap!)
        Etc1Texture(textureName: String!, resourceIds: IntArray!)
        Etc1Texture(textureName: String!, byteBuffer: ByteBuffer!)
        Etc1Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        Etc1Texture(textureName: String!, compressedTexture: InputStream!, fallbackTexture: Bitmap!)
        Etc1Texture(other: Etc1Texture!)
        protected open fun add(): Unit
        open fun clone(): Etc1Texture!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mResourceId: Int
        protected var mResourceIds: IntArray!
        protected open fun reset(): Unit
        open fun setBitmap(bitmap: Bitmap!): Unit
        open fun setInputStream(compressedTexture: InputStream!, fallbackTexture: Bitmap!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      open class Etc1Texture : ACompressedTexture
        Module Contents Etc1Texture(textureName: String!)
        Etc1Texture(resourceId: Int)
        Etc1Texture(textureName: String!, resourceId: Int, fallbackTexture: Bitmap!)
        Etc1Texture(textureName: String!, resourceIds: IntArray!)
        Etc1Texture(textureName: String!, byteBuffer: ByteBuffer!)
        Etc1Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        Etc1Texture(textureName: String!, compressedTexture: InputStream!, fallbackTexture: Bitmap!)
        Etc1Texture(other: Etc1Texture!)
        protected open fun add(): Unit
        open fun clone(): Etc1Texture!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mResourceId: Int
        protected var mResourceIds: IntArray!
        protected open fun reset(): Unit
        open fun setBitmap(bitmap: Bitmap!): Unit
        open fun setInputStream(compressedTexture: InputStream!, fallbackTexture: Bitmap!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      open class Etc2Texture : ACompressedTexture
        Module Contents Etc2Texture(textureName: String!)
        Etc2Texture(resourceId: Int)
        Etc2Texture(textureName: String!, resourceId: Int, fallbackTexture: Bitmap!)
        Etc2Texture(textureName: String!, resourceIds: IntArray!)
        Etc2Texture(textureName: String!, byteBuffer: ByteBuffer!)
        Etc2Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        Etc2Texture(textureName: String!, compressedTexture: InputStream!, fallbackTexture: Bitmap!)
        Etc2Texture(other: Etc1Texture!)
        protected open fun add(): Unit
        open fun clone(): ATexture!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mResourceId: Int
        protected open fun reset(): Unit
        open fun setInputStream(compressedTexture: InputStream!, fallbackTexture: Bitmap!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      open class Etc2Texture : ACompressedTexture
        Module Contents Etc2Texture(textureName: String!)
        Etc2Texture(resourceId: Int)
        Etc2Texture(textureName: String!, resourceId: Int, fallbackTexture: Bitmap!)
        Etc2Texture(textureName: String!, resourceIds: IntArray!)
        Etc2Texture(textureName: String!, byteBuffer: ByteBuffer!)
        Etc2Texture(textureName: String!, byteBuffers: Array<ByteBuffer!>!)
        Etc2Texture(textureName: String!, compressedTexture: InputStream!, fallbackTexture: Bitmap!)
        Etc2Texture(other: Etc1Texture!)
        protected open fun add(): Unit
        open fun clone(): ATexture!
        open fun getResourceId(): Int
        protected var mBitmap: Bitmap!
        protected var mResourceId: Int
        protected open fun reset(): Unit
        open fun setInputStream(compressedTexture: InputStream!, fallbackTexture: Bitmap!): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray!): Unit
      open class LightMapTexture : ASingleTexture
        Module Contents LightMapTexture(other: LightMapTexture!)
        LightMapTexture(textureName: String!)
        LightMapTexture(textureName: String!, resourceId: Int)
        LightMapTexture(textureName: String!, bitmap: Bitmap!)
        LightMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): LightMapTexture!
      open class LightMapTexture : ASingleTexture
        Module Contents LightMapTexture(other: LightMapTexture!)
        LightMapTexture(textureName: String!)
        LightMapTexture(textureName: String!, resourceId: Int)
        LightMapTexture(textureName: String!, bitmap: Bitmap!)
        LightMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): LightMapTexture!
      open class NormalMapTexture : ASingleTexture
        Module Contents NormalMapTexture(other: NormalMapTexture!)
        NormalMapTexture(textureName: String!)
        NormalMapTexture(textureName: String!, resourceId: Int)
        NormalMapTexture(textureName: String!, bitmap: Bitmap!)
        NormalMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): NormalMapTexture!
      open class NormalMapTexture : ASingleTexture
        Module Contents NormalMapTexture(other: NormalMapTexture!)
        NormalMapTexture(textureName: String!)
        NormalMapTexture(textureName: String!, resourceId: Int)
        NormalMapTexture(textureName: String!, bitmap: Bitmap!)
        NormalMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): NormalMapTexture!
      open class PalettedTexture : ACompressedTexture
        Module Contents PalettedTexture(other: PalettedTexture!)
        PalettedTexture(textureName: String!, byteBuffer: ByteBuffer!, paletteFormat: PalettedTexture.PaletteFormat!)
        PalettedTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, paletteFormat: PalettedTexture.PaletteFormat!)
        open fun clone(): PalettedTexture!
        open fun getPaletteFormat(): PalettedTexture.PaletteFormat!
        class PaletteFormat
          Module Contents PALETTE4_R5_G6_B5
          PALETTE4_RGB5_A1
          PALETTE4_RGB8
          PALETTE4_RGBA4
          PALETTE4_RGBA8
          PALETTE8_R5_G6_B5
          PALETTE8_RGB5_A1
          PALETTE8_RGB8
          PALETTE8_RGBA4
          PALETTE8_RGBA8
        open fun setFrom(other: PalettedTexture!): Unit
        open fun setPaletteFormat(paletteFormat: PalettedTexture.PaletteFormat!): Unit
      open class PalettedTexture : ACompressedTexture
        Module Contents PalettedTexture(other: PalettedTexture!)
        PalettedTexture(textureName: String!, byteBuffer: ByteBuffer!, paletteFormat: PalettedTexture.PaletteFormat!)
        PalettedTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, paletteFormat: PalettedTexture.PaletteFormat!)
        open fun clone(): PalettedTexture!
        open fun getPaletteFormat(): PalettedTexture.PaletteFormat!
        class PaletteFormat
          Module Contents PALETTE4_R5_G6_B5
          PALETTE4_RGB5_A1
          PALETTE4_RGB8
          PALETTE4_RGBA4
          PALETTE4_RGBA8
          PALETTE8_R5_G6_B5
          PALETTE8_RGB5_A1
          PALETTE8_RGB8
          PALETTE8_RGBA4
          PALETTE8_RGBA8
        open fun setFrom(other: PalettedTexture!): Unit
        open fun setPaletteFormat(paletteFormat: PalettedTexture.PaletteFormat!): Unit
      open class PvrtcTexture : ACompressedTexture
        Module Contents PvrtcTexture(other: PvrtcTexture!)
        PvrtcTexture(textureName: String!, byteBuffer: ByteBuffer!, pvrtcFormat: PvrtcTexture.PvrtcFormat!)
        PvrtcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, pvrtcFormat: PvrtcTexture.PvrtcFormat!)
        open fun clone(): PvrtcTexture!
        open fun getPvrtcFormat(): PvrtcTexture.PvrtcFormat!
        protected var mPvrtcFormat: PvrtcTexture.PvrtcFormat!
        class PvrtcFormat
          Module Contents RGB_2BPP
          RGB_4BPP
          RGBA_2BPP
          RGBA_4BPP
        open fun setFrom(other: PvrtcTexture!): Unit
        open fun setPvrtcFormat(pvrtcFormat: PvrtcTexture.PvrtcFormat!): Unit
      open class PvrtcTexture : ACompressedTexture
        Module Contents PvrtcTexture(other: PvrtcTexture!)
        PvrtcTexture(textureName: String!, byteBuffer: ByteBuffer!, pvrtcFormat: PvrtcTexture.PvrtcFormat!)
        PvrtcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, pvrtcFormat: PvrtcTexture.PvrtcFormat!)
        open fun clone(): PvrtcTexture!
        open fun getPvrtcFormat(): PvrtcTexture.PvrtcFormat!
        protected var mPvrtcFormat: PvrtcTexture.PvrtcFormat!
        class PvrtcFormat
          Module Contents RGB_2BPP
          RGB_4BPP
          RGBA_2BPP
          RGBA_4BPP
        open fun setFrom(other: PvrtcTexture!): Unit
        open fun setPvrtcFormat(pvrtcFormat: PvrtcTexture.PvrtcFormat!): Unit
      open class RenderTargetTexture : ATexture
        Module Contents RenderTargetTexture(other: RenderTargetTexture!)
        RenderTargetTexture(textureName: String!)
        RenderTargetTexture(textureName: String!, width: Int, height: Int)
        RenderTargetTexture(textureName: String!, width: Int, height: Int, internalFormat: RenderTargetTexture.RenderTargetTextureFormat!, format: RenderTargetTexture.RenderTargetTextureFormat!, type: RenderTargetTexture.RenderTargetTextureType!)
        protected open fun add(): Unit
        open fun clone(): RenderTargetTexture!
        protected open fun remove(): Unit
        class RenderTargetTextureFormat
          Module Contents DEPTH
          DEPTH16
          fun getFormat(): Int
          RGB
          RGBA
        class RenderTargetTextureType
          Module Contents BYTE
          FLOAT
          fun getType(): Int
          INT
          SHORT
          UNSIGNED_BYTE
          UNSIGNED_INT
          UNSIGNED_SHORT
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFrom(other: RenderTargetTexture!): Unit
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Int): Unit
      open class RenderTargetTexture : ATexture
        Module Contents RenderTargetTexture(other: RenderTargetTexture!)
        RenderTargetTexture(textureName: String!)
        RenderTargetTexture(textureName: String!, width: Int, height: Int)
        RenderTargetTexture(textureName: String!, width: Int, height: Int, internalFormat: RenderTargetTexture.RenderTargetTextureFormat!, format: RenderTargetTexture.RenderTargetTextureFormat!, type: RenderTargetTexture.RenderTargetTextureType!)
        protected open fun add(): Unit
        open fun clone(): RenderTargetTexture!
        protected open fun remove(): Unit
        class RenderTargetTextureFormat
          Module Contents DEPTH
          DEPTH16
          fun getFormat(): Int
          RGB
          RGBA
        class RenderTargetTextureType
          Module Contents BYTE
          FLOAT
          fun getType(): Int
          INT
          SHORT
          UNSIGNED_BYTE
          UNSIGNED_INT
          UNSIGNED_SHORT
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFrom(other: RenderTargetTexture!): Unit
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Int): Unit
      open class SpecularMapTexture : ASingleTexture
        Module Contents SpecularMapTexture(other: SpecularMapTexture!)
        SpecularMapTexture(textureName: String!)
        SpecularMapTexture(textureName: String!, resourceId: Int)
        SpecularMapTexture(textureName: String!, bitmap: Bitmap!)
        SpecularMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): SpecularMapTexture!
      open class SpecularMapTexture : ASingleTexture
        Module Contents SpecularMapTexture(other: SpecularMapTexture!)
        SpecularMapTexture(textureName: String!)
        SpecularMapTexture(textureName: String!, resourceId: Int)
        SpecularMapTexture(textureName: String!, bitmap: Bitmap!)
        SpecularMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): SpecularMapTexture!
      open class SphereMapTexture : ASingleTexture
        Module Contents SphereMapTexture(other: SphereMapTexture!)
        SphereMapTexture(textureName: String!)
        SphereMapTexture(textureName: String!, resourceId: Int)
        SphereMapTexture(textureName: String!, bitmap: Bitmap!)
        SphereMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): SphereMapTexture!
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class SphereMapTexture : ASingleTexture
        Module Contents SphereMapTexture(other: SphereMapTexture!)
        SphereMapTexture(textureName: String!)
        SphereMapTexture(textureName: String!, resourceId: Int)
        SphereMapTexture(textureName: String!, bitmap: Bitmap!)
        SphereMapTexture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): SphereMapTexture!
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class StreamingTexture : ATexture
        Module Contents StreamingTexture(textureName: String!, mediaPlayer: MediaPlayer!)
        StreamingTexture(textureName: String!, camera: Camera!, onFrameAvailableListener: OnFrameAvailableListener!)
        StreamingTexture(textureName: String!, listener: StreamingTexture.ISurfaceListener!)
        StreamingTexture(other: StreamingTexture!)
        protected open fun add(): Unit
        open fun clone(): StreamingTexture!
        open fun getSurfaceTexture(): SurfaceTexture!
        interface ISurfaceListener
          Module Contents abstract fun setSurface(surface: Surface!): Unit
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun update(): Unit
        open fun updateMediaPlayer(mediaPlayer: MediaPlayer!): Unit
      open class StreamingTexture : ATexture
        Module Contents StreamingTexture(textureName: String!, mediaPlayer: MediaPlayer!)
        StreamingTexture(textureName: String!, camera: Camera!, onFrameAvailableListener: OnFrameAvailableListener!)
        StreamingTexture(textureName: String!, listener: StreamingTexture.ISurfaceListener!)
        StreamingTexture(other: StreamingTexture!)
        protected open fun add(): Unit
        open fun clone(): StreamingTexture!
        open fun getSurfaceTexture(): SurfaceTexture!
        interface ISurfaceListener
          Module Contents abstract fun setSurface(surface: Surface!): Unit
        protected open fun remove(): Unit
        protected open fun replace(): Unit
        protected open fun reset(): Unit
        open fun update(): Unit
        open fun updateMediaPlayer(mediaPlayer: MediaPlayer!): Unit
      open class Texture : ASingleTexture
        Module Contents Texture(other: Texture!)
        Texture(textureName: String!)
        Texture(textureName: String!, resourceId: Int)
        Texture(textureName: String!, bitmap: Bitmap!)
        Texture(textureName: String!, atlas: TextureAtlas!)
        Texture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): Texture!
      open class Texture : ASingleTexture
        Module Contents Texture(other: Texture!)
        Texture(textureName: String!)
        Texture(textureName: String!, resourceId: Int)
        Texture(textureName: String!, bitmap: Bitmap!)
        Texture(textureName: String!, atlas: TextureAtlas!)
        Texture(textureName: String!, compressedTexture: ACompressedTexture!)
        open fun clone(): Texture!
      open class TextureAtlas
        Module Contents TextureAtlas(width: Int, height: Int, usesCompression: Boolean!)
        open fun getHeight(): Float
        open fun getPages(): Array<Bitmap!>!
        open fun getTileNamed(name: String!): TexturePacker.Tile!
        open fun getTiles(): Array<TexturePacker.Tile!>!
        open fun getUsesCompression(): Boolean
        open fun getWidth(): Float
        protected var mHeight: Float
        protected var mPages: Array<Bitmap!>!
        protected var mTiles: Array<TexturePacker.Tile!>!
        protected var mUsesCompression: Boolean
        protected var mWidth: Float
        open fun setHeight(height: Int): Unit
        protected open fun setPages(pages: Array<Bitmap!>!): Unit
        protected open fun setTiles(tiles: Array<TexturePacker.Tile!>!): Unit
        protected open fun setUsesCompression(compress: Boolean): Unit
        open fun setWidth(width: Float): Unit
      open class TextureAtlas
        Module Contents TextureAtlas(width: Int, height: Int, usesCompression: Boolean!)
        open fun getHeight(): Float
        open fun getPages(): Array<Bitmap!>!
        open fun getTileNamed(name: String!): TexturePacker.Tile!
        open fun getTiles(): Array<TexturePacker.Tile!>!
        open fun getUsesCompression(): Boolean
        open fun getWidth(): Float
        protected var mHeight: Float
        protected var mPages: Array<Bitmap!>!
        protected var mTiles: Array<TexturePacker.Tile!>!
        protected var mUsesCompression: Boolean
        protected var mWidth: Float
        open fun setHeight(height: Int): Unit
        protected open fun setPages(pages: Array<Bitmap!>!): Unit
        protected open fun setTiles(tiles: Array<TexturePacker.Tile!>!): Unit
        protected open fun setUsesCompression(compress: Boolean): Unit
        open fun setWidth(width: Float): Unit
      class TextureManager : AResourceManager
        Module Contents fun addTexture(texture: ATexture!): ATexture!
        static fun getInstance(): TextureManager!
        fun getTextureCount(): Int
        fun reload(): Unit
        fun removeTexture(texture: ATexture!): Unit
        fun removeTextures(textures: MutableList<ATexture!>!): Unit
        fun replaceTexture(texture: ATexture!): Unit
        fun reset(): Unit
        fun taskAdd(texture: ATexture!): Unit
        fun taskReload(): Unit
        fun taskRemove(texture: ATexture!): Unit
        fun taskReplace(texture: ATexture!): Unit
        fun taskReset(): Unit
        fun taskReset(renderer: Renderer!): Unit
        fun taskResizeRenderTarget(renderTargetTexture: RenderTargetTexture!): Unit
      class TextureManager : AResourceManager
        Module Contents fun addTexture(texture: ATexture!): ATexture!
        static fun getInstance(): TextureManager!
        fun getTextureCount(): Int
        fun reload(): Unit
        fun removeTexture(texture: ATexture!): Unit
        fun removeTextures(textures: MutableList<ATexture!>!): Unit
        fun replaceTexture(texture: ATexture!): Unit
        fun reset(): Unit
        fun taskAdd(texture: ATexture!): Unit
        fun taskReload(): Unit
        fun taskRemove(texture: ATexture!): Unit
        fun taskReplace(texture: ATexture!): Unit
        fun taskReset(): Unit
        fun taskReset(renderer: Renderer!): Unit
        fun taskResizeRenderTarget(renderTargetTexture: RenderTargetTexture!): Unit
      open class TexturePacker
        Module Contents TexturePacker(context: Context!)
        open fun packTexturesFromAssets(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, subDir: String!): TextureAtlas!
        open fun packTexturesFromResources(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, resourceIDs: IntArray!): TextureAtlas!
        open class Tile
          Module Contents protected Tile(inStream: InputStream!, name: String!, x: Int, y: Int, width: Int, height: Int)
          open fun getPage(): Bitmap!
          protected open fun getSampling(): Int
          var height: Int
          var name: String!
          protected var page: Int
          protected var sampling: Int
          protected open fun setPage(page: Int): Unit
          protected open fun setSampling(sampling: Int): Unit
          var stream: InputStream!
          var width: Int
          var x: Int
          var y: Int
      open class TexturePacker
        Module Contents TexturePacker(context: Context!)
        open fun packTexturesFromAssets(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, subDir: String!): TextureAtlas!
        open fun packTexturesFromResources(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, resourceIDs: IntArray!): TextureAtlas!
        open class Tile
          Module Contents protected Tile(inStream: InputStream!, name: String!, x: Int, y: Int, width: Int, height: Int)
          open fun getPage(): Bitmap!
          protected open fun getSampling(): Int
          var height: Int
          var name: String!
          protected var page: Int
          protected var sampling: Int
          protected open fun setPage(page: Int): Unit
          protected open fun setSampling(sampling: Int): Unit
          var stream: InputStream!
          var width: Int
          var x: Int
          var y: Int
      open class ThreeDcTexture : ACompressedTexture
        Module Contents ThreeDcTexture(other: ThreeDcTexture!)
        ThreeDcTexture(textureName: String!, byteBuffer: ByteBuffer!, threeDcFormat: ThreeDcTexture.ThreeDcFormat!)
        ThreeDcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, threeDcFormat: ThreeDcTexture.ThreeDcFormat!)
        open fun clone(): ThreeDcTexture!
        open fun getThreeDcFormat(): ThreeDcTexture.ThreeDcFormat!
        protected var mThreeDcFormat: ThreeDcTexture.ThreeDcFormat!
        open fun setFrom(other: ThreeDcTexture!): Unit
        open fun setThreeDcFormat(mThreeDcFormat: ThreeDcTexture.ThreeDcFormat!): Unit
        class ThreeDcFormat
          Module Contents X
          XY
      open class ThreeDcTexture : ACompressedTexture
        Module Contents ThreeDcTexture(other: ThreeDcTexture!)
        ThreeDcTexture(textureName: String!, byteBuffer: ByteBuffer!, threeDcFormat: ThreeDcTexture.ThreeDcFormat!)
        ThreeDcTexture(textureName: String!, byteBuffers: Array<ByteBuffer!>!, threeDcFormat: ThreeDcTexture.ThreeDcFormat!)
        open fun clone(): ThreeDcTexture!
        open fun getThreeDcFormat(): ThreeDcTexture.ThreeDcFormat!
        protected var mThreeDcFormat: ThreeDcTexture.ThreeDcFormat!
        open fun setFrom(other: ThreeDcTexture!): Unit
        open fun setThreeDcFormat(mThreeDcFormat: ThreeDcTexture.ThreeDcFormat!): Unit
        class ThreeDcFormat
          Module Contents X
          XY
    package org.rajawali3d.materials.textures.utils
      Module Contents open class ETC2Util
        Module Contents ETC2Util()
        open static fun createTexture(input: InputStream!): ETC2Util.ETC2Texture!
        class ETC2
          Module Contents ETC2()
          static fun getEncodedDataSize(width: Int, height: Int): Int
          static fun getEncodedHeight(header: ByteBuffer!): Int
          static fun getEncodedWidth(header: ByteBuffer!): Int
          static fun getETC2CompressionType(header: ByteBuffer!): Int
          static fun getHeight(header: ByteBuffer!): Int
          static fun getWidth(header: ByteBuffer!): Int
          static fun isValid(header: ByteBuffer!): Boolean
        open class ETC2Texture
          Module Contents ETC2Texture(type: Int, width: Int, height: Int, data: ByteBuffer!)
          open fun getCompressionFormat(): Int
          open fun getData(): ByteBuffer!
          open fun getHeight(): Int
          open fun getWidth(): Int
        static val GL_COMPRESSED_ETC1_RGB8_OES: Int
        static val GL_COMPRESSED_R11_EAC: Int
        static val GL_COMPRESSED_RG11_EAC: Int
        static val GL_COMPRESSED_RGB8_ETC2: Int
        static val GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        static val GL_COMPRESSED_RGBA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SIGNED_R11_EAC: Int
        static val GL_COMPRESSED_SIGNED_RG11_EAC: Int
        static val GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SRGB8_ETC2: Int
        static val GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        open static fun isETC2Supported(): Boolean
      open class ETC2Util
        Module Contents ETC2Util()
        open static fun createTexture(input: InputStream!): ETC2Util.ETC2Texture!
        class ETC2
          Module Contents ETC2()
          static fun getEncodedDataSize(width: Int, height: Int): Int
          static fun getEncodedHeight(header: ByteBuffer!): Int
          static fun getEncodedWidth(header: ByteBuffer!): Int
          static fun getETC2CompressionType(header: ByteBuffer!): Int
          static fun getHeight(header: ByteBuffer!): Int
          static fun getWidth(header: ByteBuffer!): Int
          static fun isValid(header: ByteBuffer!): Boolean
        open class ETC2Texture
          Module Contents ETC2Texture(type: Int, width: Int, height: Int, data: ByteBuffer!)
          open fun getCompressionFormat(): Int
          open fun getData(): ByteBuffer!
          open fun getHeight(): Int
          open fun getWidth(): Int
        static val GL_COMPRESSED_ETC1_RGB8_OES: Int
        static val GL_COMPRESSED_R11_EAC: Int
        static val GL_COMPRESSED_RG11_EAC: Int
        static val GL_COMPRESSED_RGB8_ETC2: Int
        static val GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        static val GL_COMPRESSED_RGBA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SIGNED_R11_EAC: Int
        static val GL_COMPRESSED_SIGNED_RG11_EAC: Int
        static val GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SRGB8_ETC2: Int
        static val GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        open static fun isETC2Supported(): Boolean
    package org.rajawali3d.math
      Module Contents open class MathUtil
        Module Contents MathUtil()
        open static fun clamp(value: Double, min: Double, max: Double): Double
        open static fun clamp(value: Int, min: Int, max: Int): Int
        open static fun clamp(value: Short, min: Short, max: Short): Short
        open static fun cos(radians: Double): Double
        open static fun degreesToRadians(degrees: Double): Double
        open static fun getClosestPowerOfTwo(x: Int): Int
        static val HALF_PI: Double
        open static fun initialize(): Boolean
        static val PI: Double
        static val PRE_180_DIV_PI: Double
        static val PRE_PI_DIV_180: Double
        static val PRECISION: Int
        open static fun radiansToDegrees(radians: Double): Double
        open static fun realEqual(a: Double, b: Double, tolerance: Double): Boolean
        open static fun sin(radians: Double): Double
        open static fun tan(radians: Double): Double
        static val TWO_PI: Double
      open class MathUtil
        Module Contents MathUtil()
        open static fun clamp(value: Double, min: Double, max: Double): Double
        open static fun clamp(value: Int, min: Int, max: Int): Int
        open static fun clamp(value: Short, min: Short, max: Short): Short
        open static fun cos(radians: Double): Double
        open static fun degreesToRadians(degrees: Double): Double
        open static fun getClosestPowerOfTwo(x: Int): Int
        static val HALF_PI: Double
        open static fun initialize(): Boolean
        static val PI: Double
        static val PRE_180_DIV_PI: Double
        static val PRE_PI_DIV_180: Double
        static val PRECISION: Int
        open static fun radiansToDegrees(radians: Double): Double
        open static fun realEqual(a: Double, b: Double, tolerance: Double): Boolean
        open static fun sin(radians: Double): Double
        open static fun tan(radians: Double): Double
        static val TWO_PI: Double
      open class Matrix
        Module Contents Matrix()
        open static fun frustumM(m: DoubleArray!, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun invertM(mInv: DoubleArray!, mInvOffset: Int, m: DoubleArray!, mOffset: Int): Boolean
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun multiplyMM(result: DoubleArray!, resultOffset: Int, lhs: DoubleArray!, lhsOffset: Int, rhs: DoubleArray!, rhsOffset: Int): Unit
        open static fun multiplyMV(resultVec: DoubleArray!, resultVecOffset: Int, lhsMat: DoubleArray!, lhsMatOffset: Int, rhsVec: DoubleArray!, rhsVecOffset: Int): Unit
        open static fun orthoM(m: DoubleArray!, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun perspectiveM(m: DoubleArray!, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun rotateM(rm: DoubleArray!, rmOffset: Int, m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun rotateM(m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(sm: DoubleArray!, smOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setIdentityM(sm: DoubleArray!, smOffset: Int): Unit
        open static fun setLookAtM(rm: DoubleArray!, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun setRotateEulerM(rm: DoubleArray!, rmOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setRotateM(rm: DoubleArray!, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun translateM(tm: DoubleArray!, tmOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun translateM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun transposeM(mTrans: DoubleArray!, mTransOffset: Int, m: DoubleArray!, mOffset: Int): Unit
      open class Matrix
        Module Contents Matrix()
        open static fun frustumM(m: DoubleArray!, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun invertM(mInv: DoubleArray!, mInvOffset: Int, m: DoubleArray!, mOffset: Int): Boolean
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun multiplyMM(result: DoubleArray!, resultOffset: Int, lhs: DoubleArray!, lhsOffset: Int, rhs: DoubleArray!, rhsOffset: Int): Unit
        open static fun multiplyMV(resultVec: DoubleArray!, resultVecOffset: Int, lhsMat: DoubleArray!, lhsMatOffset: Int, rhsVec: DoubleArray!, rhsVecOffset: Int): Unit
        open static fun orthoM(m: DoubleArray!, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun perspectiveM(m: DoubleArray!, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun rotateM(rm: DoubleArray!, rmOffset: Int, m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun rotateM(m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(sm: DoubleArray!, smOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setIdentityM(sm: DoubleArray!, smOffset: Int): Unit
        open static fun setLookAtM(rm: DoubleArray!, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun setRotateEulerM(rm: DoubleArray!, rmOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setRotateM(rm: DoubleArray!, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun translateM(tm: DoubleArray!, tmOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun translateM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun transposeM(mTrans: DoubleArray!, mTransOffset: Int, m: DoubleArray!, mOffset: Int): Unit
      class Matrix4 : Cloneable
        Module Contents Matrix4()
        Matrix4(@NonNull matrix: Matrix4)
        Matrix4(@NonNull matrix: DoubleArray)
        Matrix4(@NonNull matrix: FloatArray)
        Matrix4(@NonNull quat: Quaternion)
        @NonNull fun add(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun clone(): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
        @NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
        fun determinant(): Double
        fun equals(other: Any?): Boolean
        @NonNull fun getDoubleValues(): DoubleArray
        @NonNull fun getFloatValues(): FloatArray
        @NonNull fun getScaling(): Vector3
        @NonNull fun getScaling(@NonNull vec: Vector3): Vector3
        @NonNull fun getTranslation(): Vector3
        @NonNull fun getTranslation(vec: Vector3!): Vector3
        fun hashCode(): Int
        @NonNull fun identity(): Matrix4
        @NonNull fun inverse(): Matrix4
        @NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
        static val M00: Int
        static val M01: Int
        static val M02: Int
        static val M03: Int
        static val M10: Int
        static val M11: Int
        static val M12: Int
        static val M13: Int
        static val M20: Int
        static val M21: Int
        static val M22: Int
        static val M23: Int
        static val M30: Int
        static val M31: Int
        static val M32: Int
        static val M33: Int
        @NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun multiply(value: Double): Matrix4
        @NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
        @NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
        @NonNull fun projectVector(@NonNull vec: Vector3): Vector3
        @NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        fun rotateVector(@NonNull vec: Vector3): Unit
        @NonNull fun scale(@NonNull vec: Vector3): Matrix4
        @NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun scale(s: Double): Matrix4
        @NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
        @NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
        @NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
        @NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
        @NonNull fun setCoordinateZoom(zoom: Double): Matrix4
        @NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToNormalMatrix(): Matrix4
        @NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        @NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
        @NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
        @NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
        @NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
        fun toArray(@NonNull doubleArray: DoubleArray): Unit
        fun toFloatArray(@NonNull floatArray: FloatArray): Unit
        @NonNull fun toString(): String
        @NonNull fun translate(@NonNull vec: Vector3): Matrix4
        @NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun transpose(): Matrix4
        @NonNull fun zero(): Matrix4
      class Matrix4 : Cloneable
        Module Contents Matrix4()
        Matrix4(@NonNull matrix: Matrix4)
        Matrix4(@NonNull matrix: DoubleArray)
        Matrix4(@NonNull matrix: FloatArray)
        Matrix4(@NonNull quat: Quaternion)
        @NonNull fun add(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun clone(): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
        @NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
        fun determinant(): Double
        fun equals(other: Any?): Boolean
        @NonNull fun getDoubleValues(): DoubleArray
        @NonNull fun getFloatValues(): FloatArray
        @NonNull fun getScaling(): Vector3
        @NonNull fun getScaling(@NonNull vec: Vector3): Vector3
        @NonNull fun getTranslation(): Vector3
        @NonNull fun getTranslation(vec: Vector3!): Vector3
        fun hashCode(): Int
        @NonNull fun identity(): Matrix4
        @NonNull fun inverse(): Matrix4
        @NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
        static val M00: Int
        static val M01: Int
        static val M02: Int
        static val M03: Int
        static val M10: Int
        static val M11: Int
        static val M12: Int
        static val M13: Int
        static val M20: Int
        static val M21: Int
        static val M22: Int
        static val M23: Int
        static val M30: Int
        static val M31: Int
        static val M32: Int
        static val M33: Int
        @NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun multiply(value: Double): Matrix4
        @NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
        @NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
        @NonNull fun projectVector(@NonNull vec: Vector3): Vector3
        @NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        fun rotateVector(@NonNull vec: Vector3): Unit
        @NonNull fun scale(@NonNull vec: Vector3): Matrix4
        @NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun scale(s: Double): Matrix4
        @NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
        @NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
        @NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
        @NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
        @NonNull fun setCoordinateZoom(zoom: Double): Matrix4
        @NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToNormalMatrix(): Matrix4
        @NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
        @NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        @NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
        @NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
        @NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
        @NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
        fun toArray(@NonNull doubleArray: DoubleArray): Unit
        fun toFloatArray(@NonNull floatArray: FloatArray): Unit
        @NonNull fun toString(): String
        @NonNull fun translate(@NonNull vec: Vector3): Matrix4
        @NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun transpose(): Matrix4
        @NonNull fun zero(): Matrix4
      open class Plane
        Module Contents Plane()
        Plane(point1: Vector3!, point2: Vector3!, point3: Vector3!)
        open fun getD(): Double
        open fun getDistanceTo(point: Vector3!): Double
        open fun getNormal(): Vector3!
        open fun getPointSide(point: Vector3!): Plane.PlaneSide!
        open fun isFrontFacing(direction: Vector3!): Boolean
        open fun normalize(): Unit
        class PlaneSide
          Module Contents BACK
          FRONT
          ONPLANE
        open fun set(point1: Vector3!, point2: Vector3!, point3: Vector3!): Unit
        open fun setComponents(x: Double, y: Double, z: Double, w: Double): Unit
      open class Plane
        Module Contents Plane()
        Plane(point1: Vector3!, point2: Vector3!, point3: Vector3!)
        open fun getD(): Double
        open fun getDistanceTo(point: Vector3!): Double
        open fun getNormal(): Vector3!
        open fun getPointSide(point: Vector3!): Plane.PlaneSide!
        open fun isFrontFacing(direction: Vector3!): Boolean
        open fun normalize(): Unit
        class PlaneSide
          Module Contents BACK
          FRONT
          ONPLANE
        open fun set(point1: Vector3!, point2: Vector3!, point3: Vector3!): Unit
        open fun setComponents(x: Double, y: Double, z: Double, w: Double): Unit
      class Quaternion : Cloneable
        Module Contents Quaternion()
        Quaternion(w: Double, x: Double, y: Double, z: Double)
        Quaternion(@NonNull quat: Quaternion)
        Quaternion(@NonNull axis: Vector3, angle: Double)
        @NonNull fun add(@NonNull quat: Quaternion): Quaternion
        fun angleBetween(@NonNull other: Quaternion): Double
        @NonNull fun clone(): Quaternion
        @NonNull fun computeW(): Quaternion
        @NonNull fun conjugate(): Quaternion
        @NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        fun dot(@NonNull other: Quaternion): Double
        fun equals(other: Any?): Boolean
        fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
        @NonNull fun exp(): Quaternion
        @NonNull fun expAndCreate(): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3.Axis, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
        @NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
        @NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
        @NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
        @NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        @NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
        @NonNull fun getAxis(@NonNull axis: Vector3.Axis): Vector3
        fun getGimbalPole(): Int
        @NonNull static fun getIdentity(): Quaternion
        fun getRotationX(): Double
        fun getRotationY(): Double
        fun getRotationZ(): Double
        @NonNull fun getXAxis(): Vector3
        @NonNull fun getYAxis(): Vector3
        @NonNull fun getZAxis(): Vector3
        @NonNull fun identity(): Quaternion
        @NonNull fun inverse(): Quaternion
        @NonNull fun invertAndCreate(): Quaternion
        fun length(): Double
        fun length2(): Double
        @NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun log(): Quaternion
        @NonNull fun logAndCreate(): Quaternion
        @NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull fun multiply(scalar: Double): Quaternion
        @NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
        @NonNull fun multiply(@NonNull vector: Vector3): Vector3
        @NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
        @NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        static val NORMALIZATION_TOLERANCE: Double
        fun normalize(): Double
        static val PARALLEL_TOLERANCE: Double
        @NonNull fun pow(p: Double): Quaternion
        @NonNull fun pow(@NonNull p: Quaternion): Quaternion
        @NonNull fun powAndCreate(p: Double): Quaternion
        @NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
        @NonNull fun setAll(quat: Quaternion!): Quaternion
        @NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
        @NonNull fun toRotationMatrix(): Matrix4
        @NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
        fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
        fun toString(): String
        var w: Double
        var x: Double
        var y: Double
        var z: Double
      class Quaternion : Cloneable
        Module Contents Quaternion()
        Quaternion(w: Double, x: Double, y: Double, z: Double)
        Quaternion(@NonNull quat: Quaternion)
        Quaternion(@NonNull axis: Vector3, angle: Double)
        @NonNull fun add(@NonNull quat: Quaternion): Quaternion
        fun angleBetween(@NonNull other: Quaternion): Double
        @NonNull fun clone(): Quaternion
        @NonNull fun computeW(): Quaternion
        @NonNull fun conjugate(): Quaternion
        @NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        fun dot(@NonNull other: Quaternion): Double
        fun equals(other: Any?): Boolean
        fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
        @NonNull fun exp(): Quaternion
        @NonNull fun expAndCreate(): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3.Axis, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
        @NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
        @NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
        @NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
        @NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        @NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
        @NonNull fun getAxis(@NonNull axis: Vector3.Axis): Vector3
        fun getGimbalPole(): Int
        @NonNull static fun getIdentity(): Quaternion
        fun getRotationX(): Double
        fun getRotationY(): Double
        fun getRotationZ(): Double
        @NonNull fun getXAxis(): Vector3
        @NonNull fun getYAxis(): Vector3
        @NonNull fun getZAxis(): Vector3
        @NonNull fun identity(): Quaternion
        @NonNull fun inverse(): Quaternion
        @NonNull fun invertAndCreate(): Quaternion
        fun length(): Double
        fun length2(): Double
        @NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun log(): Quaternion
        @NonNull fun logAndCreate(): Quaternion
        @NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull fun multiply(scalar: Double): Quaternion
        @NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
        @NonNull fun multiply(@NonNull vector: Vector3): Vector3
        @NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
        @NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        static val NORMALIZATION_TOLERANCE: Double
        fun normalize(): Double
        static val PARALLEL_TOLERANCE: Double
        @NonNull fun pow(p: Double): Quaternion
        @NonNull fun pow(@NonNull p: Quaternion): Quaternion
        @NonNull fun powAndCreate(p: Double): Quaternion
        @NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
        @NonNull fun setAll(quat: Quaternion!): Quaternion
        @NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
        @NonNull fun toRotationMatrix(): Matrix4
        @NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
        fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
        fun toString(): String
        var w: Double
        var x: Double
        var y: Double
        var z: Double
    package org.rajawali3d.math.vector
      Module Contents open class Vector2
        Module Contents Vector2()
        Vector2(x: Double, y: Double)
        Vector2(vals: Array<String!>!)
        open fun getX(): Double
        open fun getY(): Double
        open fun setAll(x: Double, y: Double): Unit
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
      open class Vector2
        Module Contents Vector2()
        Vector2(x: Double, y: Double)
        Vector2(vals: Array<String!>!)
        open fun getX(): Double
        open fun getY(): Double
        open fun setAll(x: Double, y: Double): Unit
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
      open class Vector3 : Cloneable
        Module Contents Vector3()
        Vector3(from: Double)
        Vector3(@NonNull from: Vector3)
        Vector3(@NonNull values: Array<String!>)
        Vector3(@NonNull values: DoubleArray)
        Vector3(x: Double, y: Double, z: Double)
        @NonNull open fun absoluteValue(): Vector3
        @NonNull open fun add(@NonNull v: Vector3): Vector3
        @NonNull open fun add(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun add(value: Double): Vector3
        @NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun angle(@NonNull v: Vector3): Double
        class Axis
          Module Contents X
          Y
          Z
        @NonNull open fun clone(): Vector3
        @NonNull open fun cross(@NonNull v: Vector3): Vector3
        @NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
        @NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun distanceTo(@NonNull v: Vector3): Double
        open fun distanceTo(x: Double, y: Double, z: Double): Double
        open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun distanceTo2(@NonNull v: Vector3): Double
        open fun distanceTo2(x: Double, y: Double, z: Double): Double
        open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        @NonNull open fun divide(value: Double): Vector3
        @NonNull open fun divide(@NonNull v: Vector3): Vector3
        @NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun dot(@NonNull v: Vector3): Double
        open fun dot(x: Double, y: Double, z: Double): Double
        open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun equals(other: Any?): Boolean
        open fun equals(@NonNull obj: Vector3, error: Double): Boolean
        @NonNull open static fun getAxisVector(@NonNull axis: Vector3.Axis): Vector3
        @NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
        @NonNull open fun inverse(): Vector3
        @NonNull open fun invertAndCreate(): Vector3
        open fun isUnit(): Boolean
        open fun isUnit(margin: Double): Boolean
        open fun isZero(): Boolean
        open fun isZero(margin: Double): Boolean
        open fun length(): Double
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun length(@NonNull v: Vector3): Double
        open fun length2(): Double
        open static fun length2(@NonNull v: Vector3): Double
        open static fun length2(x: Double, y: Double, z: Double): Double
        @NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
        @NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun multiply(value: Double): Vector3
        @NonNull open fun multiply(@NonNull v: Vector3): Vector3
        @NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
        @NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull static val NEG_X: Vector3
        @NonNull static val NEG_Y: Vector3
        @NonNull static val NEG_Z: Vector3
        open fun normalize(): Double
        @NonNull static val ONE: Vector3
        open static fun orthoNormalize(@NonNull vecs: Array<Vector3!>): Unit
        open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
        @NonNull open fun project(@NonNull v: Vector3): Vector3
        @NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun project(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
        @NonNull open fun rotateX(angle: Double): Vector3
        @NonNull open fun rotateY(angle: Double): Vector3
        @NonNull open fun rotateZ(angle: Double): Vector3
        @NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
        @NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
        open fun setAll(x: Double, y: Double, z: Double): Vector3!
        @NonNull open fun setAll(@NonNull other: Vector3): Vector3
        @NonNull open fun setAll(@NonNull axis: Vector3.Axis): Vector3
        @NonNull open fun subtract(@NonNull v: Vector3): Vector3
        @NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun subtract(value: Double): Vector3
        @NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun toArray(array: DoubleArray!): DoubleArray
        @NonNull open fun toArray(): DoubleArray
        @NonNull open fun toString(): String
        var x: Double
        @NonNull static val X: Vector3
        var y: Double
        @NonNull static val Y: Vector3
        var z: Double
        @NonNull static val Z: Vector3
        @NonNull static val ZERO: Vector3
      open class Vector3 : Cloneable
        Module Contents Vector3()
        Vector3(from: Double)
        Vector3(@NonNull from: Vector3)
        Vector3(@NonNull values: Array<String!>)
        Vector3(@NonNull values: DoubleArray)
        Vector3(x: Double, y: Double, z: Double)
        @NonNull open fun absoluteValue(): Vector3
        @NonNull open fun add(@NonNull v: Vector3): Vector3
        @NonNull open fun add(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun add(value: Double): Vector3
        @NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun angle(@NonNull v: Vector3): Double
        class Axis
          Module Contents X
          Y
          Z
        @NonNull open fun clone(): Vector3
        @NonNull open fun cross(@NonNull v: Vector3): Vector3
        @NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
        @NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun distanceTo(@NonNull v: Vector3): Double
        open fun distanceTo(x: Double, y: Double, z: Double): Double
        open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun distanceTo2(@NonNull v: Vector3): Double
        open fun distanceTo2(x: Double, y: Double, z: Double): Double
        open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        @NonNull open fun divide(value: Double): Vector3
        @NonNull open fun divide(@NonNull v: Vector3): Vector3
        @NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun dot(@NonNull v: Vector3): Double
        open fun dot(x: Double, y: Double, z: Double): Double
        open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun equals(other: Any?): Boolean
        open fun equals(@NonNull obj: Vector3, error: Double): Boolean
        @NonNull open static fun getAxisVector(@NonNull axis: Vector3.Axis): Vector3
        @NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
        @NonNull open fun inverse(): Vector3
        @NonNull open fun invertAndCreate(): Vector3
        open fun isUnit(): Boolean
        open fun isUnit(margin: Double): Boolean
        open fun isZero(): Boolean
        open fun isZero(margin: Double): Boolean
        open fun length(): Double
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun length(@NonNull v: Vector3): Double
        open fun length2(): Double
        open static fun length2(@NonNull v: Vector3): Double
        open static fun length2(x: Double, y: Double, z: Double): Double
        @NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
        @NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun multiply(value: Double): Vector3
        @NonNull open fun multiply(@NonNull v: Vector3): Vector3
        @NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
        @NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull static val NEG_X: Vector3
        @NonNull static val NEG_Y: Vector3
        @NonNull static val NEG_Z: Vector3
        open fun normalize(): Double
        @NonNull static val ONE: Vector3
        open static fun orthoNormalize(@NonNull vecs: Array<Vector3!>): Unit
        open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
        @NonNull open fun project(@NonNull v: Vector3): Vector3
        @NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun project(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
        @NonNull open fun rotateX(angle: Double): Vector3
        @NonNull open fun rotateY(angle: Double): Vector3
        @NonNull open fun rotateZ(angle: Double): Vector3
        @NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
        @NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
        open fun setAll(x: Double, y: Double, z: Double): Vector3!
        @NonNull open fun setAll(@NonNull other: Vector3): Vector3
        @NonNull open fun setAll(@NonNull axis: Vector3.Axis): Vector3
        @NonNull open fun subtract(@NonNull v: Vector3): Vector3
        @NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun subtract(value: Double): Vector3
        @NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun toArray(array: DoubleArray!): DoubleArray
        @NonNull open fun toArray(): DoubleArray
        @NonNull open fun toString(): String
        var x: Double
        @NonNull static val X: Vector3
        var y: Double
        @NonNull static val Y: Vector3
        var z: Double
        @NonNull static val Z: Vector3
        @NonNull static val ZERO: Vector3
    package org.rajawali3d.postprocessing
      Module Contents abstract class APass : IPass
        Module Contents APass()
        open fun getHeight(): Int
        open fun getPassType(): IPass.PassType!
        open fun getRenderToScreen(): Boolean
        open fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        open fun getWidth(): Int
        open fun isClear(): Boolean
        open fun isEnabled(): Boolean
        protected var mClear: Boolean
        protected var mEnabled: Boolean
        protected var mHeight: Int
        protected var mMaterial: Material!
        protected var mNeedsSwap: Boolean
        protected var mPassType: IPass.PassType!
        protected var mRenderToScreen: Boolean
        protected var mWidth: Int
        open fun needsSwap(): Boolean
        abstract fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setHeight(height: Int): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setWidth(width: Int): Unit
      abstract class APass : IPass
        Module Contents APass()
        open fun getHeight(): Int
        open fun getPassType(): IPass.PassType!
        open fun getRenderToScreen(): Boolean
        open fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        open fun getWidth(): Int
        open fun isClear(): Boolean
        open fun isEnabled(): Boolean
        protected var mClear: Boolean
        protected var mEnabled: Boolean
        protected var mHeight: Int
        protected var mMaterial: Material!
        protected var mNeedsSwap: Boolean
        protected var mPassType: IPass.PassType!
        protected var mRenderToScreen: Boolean
        protected var mWidth: Int
        open fun needsSwap(): Boolean
        abstract fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setHeight(height: Int): Unit
        open fun setMaterial(material: Material!): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setWidth(width: Int): Unit
      abstract class APostProcessingEffect : IPostProcessingEffect
        Module Contents APostProcessingEffect()
        open fun addPass(pass: IPass!): IPass!
        open fun getPasses(): MutableList<IPass!>!
        open fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        open fun isEnabled(): Boolean
        protected var mEnabled: Boolean
        protected var mPasses: MutableList<IPass!>!
        protected var mRenderer: Renderer!
        open fun removeAllPasses(): Unit
        open fun removePass(pass: IPass!): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
      abstract class APostProcessingEffect : IPostProcessingEffect
        Module Contents APostProcessingEffect()
        open fun addPass(pass: IPass!): IPass!
        open fun getPasses(): MutableList<IPass!>!
        open fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        open fun isEnabled(): Boolean
        protected var mEnabled: Boolean
        protected var mPasses: MutableList<IPass!>!
        protected var mRenderer: Renderer!
        open fun removeAllPasses(): Unit
        open fun removePass(pass: IPass!): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
      interface IPass : IPostProcessingComponent
        Module Contents abstract fun getHeight(): Int
        abstract fun getPassType(): IPass.PassType!
        abstract fun getRenderToScreen(): Boolean
        abstract fun getWidth(): Int
        abstract fun isClear(): Boolean
        abstract fun needsSwap(): Boolean
        class PassType
          Module Contents CLEAR
          DEPTH
          EFFECT
          MASK
          MULTIPASS
          RENDER
        abstract fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        abstract fun setHeight(height: Int): Unit
        abstract fun setMaterial(material: Material!): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
        abstract fun setSize(width: Int, height: Int): Unit
        abstract fun setWidth(width: Int): Unit
      interface IPass : IPostProcessingComponent
        Module Contents abstract fun getHeight(): Int
        abstract fun getPassType(): IPass.PassType!
        abstract fun getRenderToScreen(): Boolean
        abstract fun getWidth(): Int
        abstract fun isClear(): Boolean
        abstract fun needsSwap(): Boolean
        class PassType
          Module Contents CLEAR
          DEPTH
          EFFECT
          MASK
          MULTIPASS
          RENDER
        abstract fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        abstract fun setHeight(height: Int): Unit
        abstract fun setMaterial(material: Material!): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
        abstract fun setSize(width: Int, height: Int): Unit
        abstract fun setWidth(width: Int): Unit
      interface IPostProcessingComponent
        Module Contents abstract fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        abstract fun isEnabled(): Boolean
        class PostProcessingComponentType
          Module Contents EFFECT
          MULTIPASS
          PASS
      interface IPostProcessingComponent
        Module Contents abstract fun getType(): IPostProcessingComponent.PostProcessingComponentType!
        abstract fun isEnabled(): Boolean
        class PostProcessingComponentType
          Module Contents EFFECT
          MULTIPASS
          PASS
      interface IPostProcessingEffect : IPostProcessingComponent
        Module Contents abstract fun addPass(pass: IPass!): IPass!
        abstract fun getPasses(): MutableList<IPass!>!
        abstract fun initialize(renderer: Renderer!): Unit
        abstract fun removeAllPasses(): Unit
        abstract fun removePass(pass: IPass!): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
      interface IPostProcessingEffect : IPostProcessingComponent
        Module Contents abstract fun addPass(pass: IPass!): IPass!
        abstract fun getPasses(): MutableList<IPass!>!
        abstract fun initialize(renderer: Renderer!): Unit
        abstract fun removeAllPasses(): Unit
        abstract fun removePass(pass: IPass!): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
      open class PostProcessingManager
        Module Contents PostProcessingManager(@NonNull renderer: Renderer)
        PostProcessingManager(@NonNull renderer: Renderer, sampleFactor: Double)
        PostProcessingManager(@NonNull renderer: Renderer, width: Int, height: Int)
        open fun addEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun addPass(@NonNull pass: IPass): Unit
        protected open fun checkAndUpdatePassDimensions(pass: IPass!): Unit
        @NonNull open fun getScene(): Scene
        @NonNull open fun getTexture(): ATexture
        open fun insertEffect(index: Int, @NonNull multiPass: IPostProcessingEffect): Unit
        open fun insertPass(index: Int, @NonNull pass: IPass): Unit
        open fun isEmpty(): Boolean
        protected var mComponents: MutableList<IPostProcessingComponent!>!
        protected var mComponentsDirty: Boolean
        protected var mCopyPass: EffectPass!
        protected var mHeight: Int
        protected var mNumPasses: Int
        protected var mPasses: MutableList<IPass!>!
        var mReadBuffer: RenderTarget!
        protected var mRenderer: Renderer!
        protected var mRenderTarget1: RenderTarget!
        protected var mRenderTarget2: RenderTarget!
        protected var mScene: Scene!
        protected var mScreenQuad: ScreenQuad!
        protected var mWidth: Int
        var mWriteBuffer: RenderTarget!
        open fun removeEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun removePass(@NonNull pass: IPass): Unit
        open fun render(elapsedTime: Long, deltaTime: Double): Unit
        open fun reset(@NonNull renderTarget: RenderTarget): Unit
        protected open fun setComponentsDirty(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun swapBuffers(): Unit
      open class PostProcessingManager
        Module Contents PostProcessingManager(@NonNull renderer: Renderer)
        PostProcessingManager(@NonNull renderer: Renderer, sampleFactor: Double)
        PostProcessingManager(@NonNull renderer: Renderer, width: Int, height: Int)
        open fun addEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun addPass(@NonNull pass: IPass): Unit
        protected open fun checkAndUpdatePassDimensions(pass: IPass!): Unit
        @NonNull open fun getScene(): Scene
        @NonNull open fun getTexture(): ATexture
        open fun insertEffect(index: Int, @NonNull multiPass: IPostProcessingEffect): Unit
        open fun insertPass(index: Int, @NonNull pass: IPass): Unit
        open fun isEmpty(): Boolean
        protected var mComponents: MutableList<IPostProcessingComponent!>!
        protected var mComponentsDirty: Boolean
        protected var mCopyPass: EffectPass!
        protected var mHeight: Int
        protected var mNumPasses: Int
        protected var mPasses: MutableList<IPass!>!
        var mReadBuffer: RenderTarget!
        protected var mRenderer: Renderer!
        protected var mRenderTarget1: RenderTarget!
        protected var mRenderTarget2: RenderTarget!
        protected var mScene: Scene!
        protected var mScreenQuad: ScreenQuad!
        protected var mWidth: Int
        var mWriteBuffer: RenderTarget!
        open fun removeEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun removePass(@NonNull pass: IPass): Unit
        open fun render(elapsedTime: Long, deltaTime: Double): Unit
        open fun reset(@NonNull renderTarget: RenderTarget): Unit
        protected open fun setComponentsDirty(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun swapBuffers(): Unit
    package org.rajawali3d.postprocessing.effects
      Module Contents open class BloomEffect : APostProcessingEffect
        Module Contents BloomEffect(scene: Scene!, camera: Camera!, width: Int, height: Int, lowerThreshold: Int, upperThreshold: Int, blendMode: BlendPass.BlendMode!)
        open fun initialize(renderer: Renderer!): Unit
      open class BloomEffect : APostProcessingEffect
        Module Contents BloomEffect(scene: Scene!, camera: Camera!, width: Int, height: Int, lowerThreshold: Int, upperThreshold: Int, blendMode: BlendPass.BlendMode!)
        open fun initialize(renderer: Renderer!): Unit
      open class OutlineEffect : APostProcessingEffect
        Module Contents OutlineEffect(scene: Scene!, camera: Camera!, width: Int, height: Int, thickness: Float, blendMode: BlendPass.BlendMode!)
        open fun initialize(renderer: Renderer!): Unit
      open class OutlineEffect : APostProcessingEffect
        Module Contents OutlineEffect(scene: Scene!, camera: Camera!, width: Int, height: Int, thickness: Float, blendMode: BlendPass.BlendMode!)
        open fun initialize(renderer: Renderer!): Unit
      open class ShadowEffect : APostProcessingEffect
        Module Contents ShadowEffect(scene: Scene!, camera: Camera!, light: DirectionalLight!, shadowMapSize: Int)
        open fun initialize(renderer: Renderer!): Unit
        open fun setShadowInfluence(influence: Float): Unit
      open class ShadowEffect : APostProcessingEffect
        Module Contents ShadowEffect(scene: Scene!, camera: Camera!, light: DirectionalLight!, shadowMapSize: Int)
        open fun initialize(renderer: Renderer!): Unit
        open fun setShadowInfluence(influence: Float): Unit
    package org.rajawali3d.postprocessing.materials
      Module Contents open class ShadowMapMaterial : Material
        Module Contents ShadowMapMaterial()
        ShadowMapMaterial(camera: Camera!, scene: Scene!, light: DirectionalLight!)
        open fun applyParams(): Unit
        open fun getMaterialPlugin(): ShadowMapMaterialPlugin!
        open fun setCamera(camera: Camera!): Unit
        open fun setCurrentObject(currentObject: Object3D!): Unit
        open fun setLight(light: DirectionalLight!): Unit
        open fun setScene(scene: Scene!): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture!): Unit
        open fun unsetCurrentObject(currentObject: Object3D!): Unit
      open class ShadowMapMaterial : Material
        Module Contents ShadowMapMaterial()
        ShadowMapMaterial(camera: Camera!, scene: Scene!, light: DirectionalLight!)
        open fun applyParams(): Unit
        open fun getMaterialPlugin(): ShadowMapMaterialPlugin!
        open fun setCamera(camera: Camera!): Unit
        open fun setCurrentObject(currentObject: Object3D!): Unit
        open fun setLight(light: DirectionalLight!): Unit
        open fun setScene(scene: Scene!): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture!): Unit
        open fun unsetCurrentObject(currentObject: Object3D!): Unit
    package org.rajawali3d.postprocessing.passes
      Module Contents open class BlendPass : EffectPass
        Module Contents BlendPass(blendMode: BlendPass.BlendMode!, blendTexture: ATexture!)
        class BlendMode
          Module Contents ADD
          SCREEN
          SUBTRACT
        protected open fun getFragmentShader(blendMode: BlendPass.BlendMode!): Int
        protected var mBlendTexture: ATexture!
        open fun setMaterial(material: Material!): Unit
        open fun setShaderParams(): Unit
      open class BlendPass : EffectPass
        Module Contents BlendPass(blendMode: BlendPass.BlendMode!, blendTexture: ATexture!)
        class BlendMode
          Module Contents ADD
          SCREEN
          SUBTRACT
        protected open fun getFragmentShader(blendMode: BlendPass.BlendMode!): Int
        protected var mBlendTexture: ATexture!
        open fun setMaterial(material: Material!): Unit
        open fun setShaderParams(): Unit
      open class BlurPass : EffectPass
        Module Contents BlurPass(direction: BlurPass.Direction!, radius: Float, screenWidth: Int, screenHeight: Int)
        class Direction
          Module Contents HORIZONTAL
          VERTICAL
        protected var mBlurDirection: BlurPass.Direction!
        protected var mDirection: FloatArray!
        protected var mRadius: Float
        protected var mResolution: Float
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class BlurPass : EffectPass
        Module Contents BlurPass(direction: BlurPass.Direction!, radius: Float, screenWidth: Int, screenHeight: Int)
        class Direction
          Module Contents HORIZONTAL
          VERTICAL
        protected var mBlurDirection: BlurPass.Direction!
        protected var mDirection: FloatArray!
        protected var mRadius: Float
        protected var mResolution: Float
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class ClearMaskPass : APass
        Module Contents ClearMaskPass()
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class ClearMaskPass : APass
        Module Contents ClearMaskPass()
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class ColorThresholdPass : EffectPass
        Module Contents ColorThresholdPass(lowerThreshold: Int, upperThreshold: Int)
        open fun setShaderParams(): Unit
      open class ColorThresholdPass : EffectPass
        Module Contents ColorThresholdPass(lowerThreshold: Int, upperThreshold: Int)
        open fun setShaderParams(): Unit
      open class CopyPass : Material
        Module Contents CopyPass()
        open fun setOpacity(opacity: Float): Unit
      open class CopyPass : Material
        Module Contents CopyPass()
        open fun setOpacity(opacity: Float): Unit
      open class CopyToNewRenderTargetPass : EffectPass
        Module Contents CopyToNewRenderTargetPass(name: String!, renderer: Renderer!, width: Int, height: Int)
        open fun getRenderTarget(): RenderTarget!
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class CopyToNewRenderTargetPass : EffectPass
        Module Contents CopyToNewRenderTargetPass(name: String!, renderer: Renderer!, width: Int, height: Int)
        open fun getRenderTarget(): RenderTarget!
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class DepthPass : APass
        Module Contents DepthPass(scene: Scene!, camera: Camera!)
        protected var mCamera: Camera!
        protected var mDepthPlugin: DepthMaterialPlugin!
        protected var mOldCamera: Camera!
        protected var mScene: Scene!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class DepthPass : APass
        Module Contents DepthPass(scene: Scene!, camera: Camera!)
        protected var mCamera: Camera!
        protected var mDepthPlugin: DepthMaterialPlugin!
        protected var mOldCamera: Camera!
        protected var mScene: Scene!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeTarget: RenderTarget!, readTarget: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class EffectPass : APass
        Module Contents EffectPass()
        EffectPass(@NonNull material: Material)
        protected open fun createMaterial(@NonNull vertexShader: VertexShader, @NonNull fragmentShader: FragmentShader): Unit
        protected open fun createMaterial(@RawRes vertexShaderResourceId: Int, @RawRes fragmentShaderResourceId: Int): Unit
        protected var mFragmentShader: FragmentShader!
        protected var mOpacity: Float
        protected var mReadTarget: RenderTarget!
        protected var mVertexShader: VertexShader!
        protected var mWriteTarget: RenderTarget!
        protected val PARAM_BLEND_TEXTURE: String!
        protected val PARAM_DEPTH_TEXTURE: String!
        protected val PARAM_OPACITY: String!
        protected val PARAM_TEXTURE: String!
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setOpacity(value: Float): Unit
        open fun setShaderParams(): Unit
      open class EffectPass : APass
        Module Contents EffectPass()
        EffectPass(@NonNull material: Material)
        protected open fun createMaterial(@NonNull vertexShader: VertexShader, @NonNull fragmentShader: FragmentShader): Unit
        protected open fun createMaterial(@RawRes vertexShaderResourceId: Int, @RawRes fragmentShaderResourceId: Int): Unit
        protected var mFragmentShader: FragmentShader!
        protected var mOpacity: Float
        protected var mReadTarget: RenderTarget!
        protected var mVertexShader: VertexShader!
        protected var mWriteTarget: RenderTarget!
        protected val PARAM_BLEND_TEXTURE: String!
        protected val PARAM_DEPTH_TEXTURE: String!
        protected val PARAM_OPACITY: String!
        protected val PARAM_TEXTURE: String!
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setOpacity(value: Float): Unit
        open fun setShaderParams(): Unit
      open class FXAAPass : EffectPass
        Module Contents FXAAPass()
        protected open class FXAAFragmentShader : FragmentShader
          Module Contents open fun applyParams(): Unit
          open fun setLocations(programHandle: Int): Unit
        protected open class FXAAVertexShader : VertexShader
          Module Contents open fun applyParams(): Unit
          open fun setLocations(programHandle: Int): Unit
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class FXAAPass : EffectPass
        Module Contents FXAAPass()
        protected open class FXAAFragmentShader : FragmentShader
          Module Contents open fun applyParams(): Unit
          open fun setLocations(programHandle: Int): Unit
        protected open class FXAAVertexShader : VertexShader
          Module Contents open fun applyParams(): Unit
          open fun setLocations(programHandle: Int): Unit
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class GreyScalePass : EffectPass
        Module Contents GreyScalePass()
      open class GreyScalePass : EffectPass
        Module Contents GreyScalePass()
      open class KaleidoscopePass : EffectPass
        Module Contents KaleidoscopePass()
        open fun setSegments(segments: Float): Unit
      open class KaleidoscopePass : EffectPass
        Module Contents KaleidoscopePass()
        open fun setSegments(segments: Float): Unit
      open class MaskPass : APass
        Module Contents MaskPass(scene: Scene!)
        open fun isInverse(): Boolean
        protected var mInverse: Boolean
        protected var mScene: Scene!
        open fun render(scene: Scene!, render: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setInverse(inverse: Boolean): Unit
      open class MaskPass : APass
        Module Contents MaskPass(scene: Scene!)
        open fun isInverse(): Boolean
        protected var mInverse: Boolean
        protected var mScene: Scene!
        open fun render(scene: Scene!, render: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setInverse(inverse: Boolean): Unit
      open class PixelatedPass : EffectPass
        Module Contents PixelatedPass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class PixelatedPass : EffectPass
        Module Contents PixelatedPass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class RadialBlurPass : EffectPass
        Module Contents RadialBlurPass()
        open fun setShaderParams(): Unit
      open class RadialBlurPass : EffectPass
        Module Contents RadialBlurPass()
        open fun setShaderParams(): Unit
      open class RenderPass : APass
        Module Contents RenderPass(scene: Scene!, camera: Camera!, clearColor: Int)
        protected var mCamera: Camera!
        protected var mClearColor: Int
        protected var mOldCamera: Camera!
        protected var mOldClearColor: Int
        protected var mScene: Scene!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class RenderPass : APass
        Module Contents RenderPass(scene: Scene!, camera: Camera!, clearColor: Int)
        protected var mCamera: Camera!
        protected var mClearColor: Int
        protected var mOldCamera: Camera!
        protected var mOldClearColor: Int
        protected var mScene: Scene!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
      open class ScanlinePass : EffectPass
        Module Contents ScanlinePass(opacity: Float, radius: Float, screenWidth: Int, screenHeight: Int)
        protected var mRadius: Float
        protected var mResolution: FloatArray!
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class ScanlinePass : EffectPass
        Module Contents ScanlinePass(opacity: Float, radius: Float, screenWidth: Int, screenHeight: Int)
        protected var mRadius: Float
        protected var mResolution: FloatArray!
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class SepiaPass : EffectPass
        Module Contents SepiaPass()
      open class SepiaPass : EffectPass
        Module Contents SepiaPass()
      open class ShadowPass : RenderPass
        Module Contents ShadowPass(shadowPassType: ShadowPass.ShadowPassType!, scene: Scene!, camera: Camera!, light: DirectionalLight!, renderTarget: RenderTarget!)
        open fun getShadowMapMaterial(): ShadowMapMaterial!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial!): Unit
        class ShadowPassType
          Module Contents APPLY_SHADOW_MAP
          CREATE_SHADOW_MAP
      open class ShadowPass : RenderPass
        Module Contents ShadowPass(shadowPassType: ShadowPass.ShadowPassType!, scene: Scene!, camera: Camera!, light: DirectionalLight!, renderTarget: RenderTarget!)
        open fun getShadowMapMaterial(): ShadowMapMaterial!
        open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
        open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial!): Unit
        class ShadowPassType
          Module Contents APPLY_SHADOW_MAP
          CREATE_SHADOW_MAP
      open class SobelPass : EffectPass
        Module Contents SobelPass(x: Float, y: Float)
        open fun setGrid(x: Float, y: Float): Unit
        open fun setShaderParams(): Unit
      open class SobelPass : EffectPass
        Module Contents SobelPass(x: Float, y: Float)
        open fun setGrid(x: Float, y: Float): Unit
        open fun setShaderParams(): Unit
      open class TilePass : EffectPass
        Module Contents TilePass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class TilePass : EffectPass
        Module Contents TilePass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class VignettePass : EffectPass
        Module Contents VignettePass(opacity: Float, radius: Float, softness: Float, screenWidth: Int, screenHeight: Int)
        protected var mRadius: Float
        protected var mResolution: FloatArray!
        protected var mSoftness: Float
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setSoftness(softness: Float): Unit
      open class VignettePass : EffectPass
        Module Contents VignettePass(opacity: Float, radius: Float, softness: Float, screenWidth: Int, screenHeight: Int)
        protected var mRadius: Float
        protected var mResolution: FloatArray!
        protected var mSoftness: Float
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setSoftness(softness: Float): Unit
    package org.rajawali3d.primitives
      Module Contents open class Cube : Object3D
        Module Contents Cube(size: Float)
        Cube(size: Float, isSkybox: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Cube : Object3D
        Module Contents Cube(size: Float)
        Cube(size: Float, isSkybox: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Cylinder : Object3D
        Module Contents Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int)
        Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      open class Cylinder : Object3D
        Module Contents Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int)
        Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      open class Line3D : Object3D
        Module Contents Line3D()
        Line3D(points: Stack<Vector3!>!, thickness: Float)
        Line3D(points: Stack<Vector3!>!, thickness: Float, color: Int)
        Line3D(points: Stack<Vector3!>!, thickness: Float, colors: IntArray!)
        Line3D(points: Stack<Vector3!>!, thickness: Float, colors: IntArray!, createVBOs: Boolean)
        open fun getLineThickness(): Float
        open fun getPoint(point: Int): Vector3!
        protected open fun init(createVBOs: Boolean): Unit
        protected var mColors: IntArray!
        protected var mLineThickness: Float
        protected var mPoints: Stack<Vector3!>!
        open fun preRender(): Unit
        open fun setLineThickness(lineThickness: Float): Unit
      open class Line3D : Object3D
        Module Contents Line3D()
        Line3D(points: Stack<Vector3!>!, thickness: Float)
        Line3D(points: Stack<Vector3!>!, thickness: Float, color: Int)
        Line3D(points: Stack<Vector3!>!, thickness: Float, colors: IntArray!)
        Line3D(points: Stack<Vector3!>!, thickness: Float, colors: IntArray!, createVBOs: Boolean)
        open fun getLineThickness(): Float
        open fun getPoint(point: Int): Vector3!
        protected open fun init(createVBOs: Boolean): Unit
        protected var mColors: IntArray!
        protected var mLineThickness: Float
        protected var mPoints: Stack<Vector3!>!
        open fun preRender(): Unit
        open fun setLineThickness(lineThickness: Float): Unit
      open class NPrism : Object3D
        Module Contents NPrism(sides: Int, radius: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
        protected open fun calculateMinorAxis(major: Double): Double
        protected open fun init(createVBOs: Boolean): Unit
        protected var mEccentricity: Double
        protected var mHeight: Double
        protected var mMinorBase: Double
        protected var mMinorTop: Double
        protected var mRadiusBase: Double
        protected var mRadiusTop: Double
        protected var mSideCount: Int
      open class NPrism : Object3D
        Module Contents NPrism(sides: Int, radius: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
        protected open fun calculateMinorAxis(major: Double): Double
        protected open fun init(createVBOs: Boolean): Unit
        protected var mEccentricity: Double
        protected var mHeight: Double
        protected var mMinorBase: Double
        protected var mMinorTop: Double
        protected var mRadiusBase: Double
        protected var mRadiusTop: Double
        protected var mSideCount: Int
      open class Plane : Object3D
        Module Contents Plane()
        Plane(upAxis: Vector3.Axis!)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
        protected var mHeight: Float
        protected var mNumTextureTiles: Int
        protected var mSegmentsH: Int
        protected var mSegmentsW: Int
        protected var mWidth: Float
      open class Plane : Object3D
        Module Contents Plane()
        Plane(upAxis: Vector3.Axis!)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
        protected var mHeight: Float
        protected var mNumTextureTiles: Int
        protected var mSegmentsH: Int
        protected var mSegmentsW: Int
        protected var mWidth: Float
      open class PointShell : Object3D
        Module Contents PointShell()
        PointShell(number: Int, radius: Float)
        open fun init(numPoints: Int, radius: Float): Unit
        protected open fun preRender(): Unit
      open class PointShell : Object3D
        Module Contents PointShell()
        PointShell(number: Int, radius: Float)
        open fun init(numPoints: Int, radius: Float): Unit
        protected open fun preRender(): Unit
      open class PointSprite : Plane
        Module Contents PointSprite(width: Float, height: Float)
        PointSprite(width: Float, height: Float, createVBOs: Boolean)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
      open class PointSprite : Plane
        Module Contents PointSprite(width: Float, height: Float)
        PointSprite(width: Float, height: Float, createVBOs: Boolean)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
      open class RectangularPrism : Object3D
        Module Contents RectangularPrism(size: Float)
        RectangularPrism(width: Float, height: Float, depth: Float)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class RectangularPrism : Object3D
        Module Contents RectangularPrism(size: Float)
        RectangularPrism(width: Float, height: Float, depth: Float)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class ScreenQuad : Object3D
        Module Contents ScreenQuad()
        ScreenQuad(mapping: ScreenQuad.UVmapping!)
        ScreenQuad(createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int)
        ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: ScreenQuad.UVmapping!)
        protected var mNumTextureTiles: Int
        protected var mSegmentsH: Int
        protected var mSegmentsW: Int
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setEffectPass(effectPass: EffectPass!): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
        class UVmapping
          Module Contents CCW
          CW
      open class ScreenQuad : Object3D
        Module Contents ScreenQuad()
        ScreenQuad(mapping: ScreenQuad.UVmapping!)
        ScreenQuad(createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int)
        ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: ScreenQuad.UVmapping!)
        protected var mNumTextureTiles: Int
        protected var mSegmentsH: Int
        protected var mSegmentsW: Int
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setEffectPass(effectPass: EffectPass!): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
        class UVmapping
          Module Contents CCW
          CW
      open class Sphere : Object3D
        Module Contents Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      open class Sphere : Object3D
        Module Contents Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      open class Torus : Object3D
        Module Contents Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int)
        Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
      open class Torus : Object3D
        Module Contents Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int)
        Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        protected open fun init(createVBOs: Boolean): Unit
    package org.rajawali3d.renderer
      Module Contents abstract class AFrameTask : Runnable
        Module Contents AFrameTask()
        protected abstract fun doTask(): Unit
        open fun run(): Unit
      abstract class AFrameTask : Runnable
        Module Contents AFrameTask()
        protected abstract fun doTask(): Unit
        open fun run(): Unit
      interface ISurfaceRenderer
        Module Contents abstract fun getFrameRate(): Double
        abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        abstract fun onPause(): Unit
        abstract fun onRenderFrame(gl: GL10!): Unit
        abstract fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        abstract fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
        abstract fun onResume(): Unit
        abstract fun onTouchEvent(event: MotionEvent!): Unit
        abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        abstract fun setFrameRate(rate: Int): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderSurface(surface: ISurface!): Unit
      interface ISurfaceRenderer
        Module Contents abstract fun getFrameRate(): Double
        abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        abstract fun onPause(): Unit
        abstract fun onRenderFrame(gl: GL10!): Unit
        abstract fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        abstract fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
        abstract fun onResume(): Unit
        abstract fun onTouchEvent(event: MotionEvent!): Unit
        abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        abstract fun setFrameRate(rate: Int): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderSurface(surface: ISurface!): Unit
      class NullRenderer : Renderer
        Module Contents NullRenderer(context: Context!)
        protected fun initScene(): Unit
        fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        fun onTouchEvent(event: MotionEvent!): Unit
      class NullRenderer : Renderer
        Module Contents NullRenderer(context: Context!)
        protected fun initScene(): Unit
        fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        fun onTouchEvent(event: MotionEvent!): Unit
      open class PipRenderer : Renderer
        Module Contents PipRenderer(context: Context!, pipScale: Float, pipMarginX: Float, pipMarginY: Float)
        open fun initScene(): Unit
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        protected open fun onRender(elapsedTime: Long, deltaTime: Double): Unit
        open fun onTouchEvent(event: MotionEvent!): Unit
        open fun setMainRenderer(mainRenderer: SubRenderer!): Unit
        open fun setMiniRenderer(miniRenderer: SubRenderer!): Unit
      open class PipRenderer : Renderer
        Module Contents PipRenderer(context: Context!, pipScale: Float, pipMarginX: Float, pipMarginY: Float)
        open fun initScene(): Unit
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        protected open fun onRender(elapsedTime: Long, deltaTime: Double): Unit
        open fun onTouchEvent(event: MotionEvent!): Unit
        open fun setMainRenderer(mainRenderer: SubRenderer!): Unit
        open fun setMiniRenderer(miniRenderer: SubRenderer!): Unit
      abstract class Renderer : ISurfaceRenderer
        Module Contents Renderer(context: Context!)
        Renderer(context: Context!, registerForResources: Boolean)
        open fun addAndSwitchScene(scene: Scene!): Boolean
        open fun addMaterial(material: Material!): Boolean
        open fun addRenderTarget(renderTarget: RenderTarget!): Boolean
        open fun addScene(scene: Scene!): Boolean
        open fun addScenes(scenes: MutableCollection<Scene!>!): Boolean
        open fun addTexture(texture: ATexture!): Boolean
        protected static val AVAILABLE_CORES: Int
        open fun clearOverrideViewportDimensions(): Unit
        protected open fun clearScenes(): Unit
        open fun getContext(): Context!
        open fun getCurrentCamera(): Camera!
        open fun getCurrentScene(): Scene!
        open fun getDefaultViewportHeight(): Int
        open fun getDefaultViewportWidth(): Int
        open fun getFrameRate(): Double
        open fun getGLMajorVersion(): Int
        open fun getGLMinorVersion(): Int
        open static fun getMaxLights(): Int
        protected open fun getNewDefaultScene(): Scene!
        open fun getNumScenes(): Int
        open fun getOverrideViewportHeight(): Int
        open fun getOverrideViewportWidth(): Int
        open fun getRefreshRate(): Double
        open fun getRenderTarget(): RenderTarget!
        open fun getScene(scene: Int): Scene!
        open fun getSceneCachingEnabled(): Boolean
        open fun getSceneInitialized(): Boolean
        open fun getTextureManager(): TextureManager!
        open fun getViewportHeight(): Int
        open fun getViewportWidth(): Int
        open static fun hasGLContext(): Boolean
        open fun initializeColorPicker(picker: ObjectColorPicker!): Boolean
        protected abstract fun initScene(): Unit
        protected open fun internalOfferTask(task: AFrameTask!): Boolean
        open fun loadModel(loader: ALoader!, callback: IAsyncLoaderCallback!, tag: Int): ALoader!
        open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int): ALoader!
        open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int, tag: Int): ALoader!
        protected var mContext: Context!
        protected var mCurrentViewportHeight: Int
        protected var mCurrentViewportWidth: Int
        protected var mDefaultViewportHeight: Int
        protected var mDefaultViewportWidth: Int
        protected var mEnableDepthBuffer: Boolean
        protected static var mFogEnabled: Boolean
        protected var mFPSUpdateListener: OnFPSUpdateListener!
        protected var mFrameCount: Int
        protected var mFrameRate: Double
        protected var mGLES_Major_Version: Int
        protected var mGLES_Minor_Version: Int
        protected var mLastMeasuredFPS: Double
        protected val mLoaderExecutor: Executor!
        protected var mMaterialManager: MaterialManager!
        protected var mOverrideViewportHeight: Int
        protected var mOverrideViewportWidth: Int
        protected val mRenderTargets: MutableList<RenderTarget!>!
        protected var mSceneInitialized: Boolean
        protected val mScenes: MutableList<Scene!>!
        protected var mSurface: ISurface!
        protected var mTextureManager: TextureManager!
        protected var mTimer: ScheduledExecutorService!
        open fun onPause(): Unit
        protected open fun onRender(elapsedRealtime: Long, deltaTime: Double): Unit
        open fun onRenderFrame(gl: GL10!): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        open fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
        open fun onResume(): Unit
        protected open fun performFrameTasks(): Unit
        open fun reloadMaterials(): Boolean
        protected open fun reloadRenderTargets(): Unit
        protected open fun reloadScenes(): Unit
        open fun reloadTextures(): Boolean
        open fun removeMaterial(material: Material!): Boolean
        open fun removeRenderTarget(renderTarget: RenderTarget!): Boolean
        open fun removeScene(scene: Scene!): Boolean
        open fun removeTexture(texture: ATexture!): Boolean
        protected open fun render(elapsedRealtime: Long, deltaTime: Double): Unit
        open fun replaceAndSwitchScene(scene: Scene!, location: Int): Boolean
        open fun replaceAndSwitchScene(oldScene: Scene!, newScene: Scene!): Boolean
        open fun replaceScene(scene: Scene!, location: Int): Boolean
        open fun replaceScene(oldScene: Scene!, newScene: Scene!): Boolean
        open fun replaceTexture(texture: ATexture!): Boolean
        open fun resetMaterials(): Boolean
        open fun resetTextures(): Boolean
        open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
        open fun screenToCartesian(screenX: Float, screenY: Float): PointF!
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setFPSUpdateListener(listener: OnFPSUpdateListener!): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrameRate(frameRate: Double): Unit
        open static fun setMaxLights(maxLights: Int): Unit
        open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
        open fun setRenderSurface(surface: ISurface!): Unit
        open fun setRenderTarget(renderTarget: RenderTarget!): Unit
        open fun setSceneCachingEnabled(enabled: Boolean): Unit
        open fun setViewPort(width: Int, height: Int): Unit
        protected static var sMaxLights: Int
        open fun startRendering(): Unit
        open fun stopRendering(): Boolean
        open fun switchScene(scene: Scene!): Unit
        open fun switchScene(scene: Int): Unit
        open fun switchSceneDirect(nextScene: Scene!): Unit
        open fun unProject(p: PointF!, distance: Float): Vector3!
        open fun unProject(x: Double, y: Double, z: Double): Vector3!
      abstract class Renderer : ISurfaceRenderer
        Module Contents Renderer(context: Context!)
        Renderer(context: Context!, registerForResources: Boolean)
        open fun addAndSwitchScene(scene: Scene!): Boolean
        open fun addMaterial(material: Material!): Boolean
        open fun addRenderTarget(renderTarget: RenderTarget!): Boolean
        open fun addScene(scene: Scene!): Boolean
        open fun addScenes(scenes: MutableCollection<Scene!>!): Boolean
        open fun addTexture(texture: ATexture!): Boolean
        protected static val AVAILABLE_CORES: Int
        open fun clearOverrideViewportDimensions(): Unit
        protected open fun clearScenes(): Unit
        open fun getContext(): Context!
        open fun getCurrentCamera(): Camera!
        open fun getCurrentScene(): Scene!
        open fun getDefaultViewportHeight(): Int
        open fun getDefaultViewportWidth(): Int
        open fun getFrameRate(): Double
        open fun getGLMajorVersion(): Int
        open fun getGLMinorVersion(): Int
        open static fun getMaxLights(): Int
        protected open fun getNewDefaultScene(): Scene!
        open fun getNumScenes(): Int
        open fun getOverrideViewportHeight(): Int
        open fun getOverrideViewportWidth(): Int
        open fun getRefreshRate(): Double
        open fun getRenderTarget(): RenderTarget!
        open fun getScene(scene: Int): Scene!
        open fun getSceneCachingEnabled(): Boolean
        open fun getSceneInitialized(): Boolean
        open fun getTextureManager(): TextureManager!
        open fun getViewportHeight(): Int
        open fun getViewportWidth(): Int
        open static fun hasGLContext(): Boolean
        open fun initializeColorPicker(picker: ObjectColorPicker!): Boolean
        protected abstract fun initScene(): Unit
        protected open fun internalOfferTask(task: AFrameTask!): Boolean
        open fun loadModel(loader: ALoader!, callback: IAsyncLoaderCallback!, tag: Int): ALoader!
        open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int): ALoader!
        open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int, tag: Int): ALoader!
        protected var mContext: Context!
        protected var mCurrentViewportHeight: Int
        protected var mCurrentViewportWidth: Int
        protected var mDefaultViewportHeight: Int
        protected var mDefaultViewportWidth: Int
        protected var mEnableDepthBuffer: Boolean
        protected static var mFogEnabled: Boolean
        protected var mFPSUpdateListener: OnFPSUpdateListener!
        protected var mFrameCount: Int
        protected var mFrameRate: Double
        protected var mGLES_Major_Version: Int
        protected var mGLES_Minor_Version: Int
        protected var mLastMeasuredFPS: Double
        protected val mLoaderExecutor: Executor!
        protected var mMaterialManager: MaterialManager!
        protected var mOverrideViewportHeight: Int
        protected var mOverrideViewportWidth: Int
        protected val mRenderTargets: MutableList<RenderTarget!>!
        protected var mSceneInitialized: Boolean
        protected val mScenes: MutableList<Scene!>!
        protected var mSurface: ISurface!
        protected var mTextureManager: TextureManager!
        protected var mTimer: ScheduledExecutorService!
        open fun onPause(): Unit
        protected open fun onRender(elapsedRealtime: Long, deltaTime: Double): Unit
        open fun onRenderFrame(gl: GL10!): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
        open fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
        open fun onResume(): Unit
        protected open fun performFrameTasks(): Unit
        open fun reloadMaterials(): Boolean
        protected open fun reloadRenderTargets(): Unit
        protected open fun reloadScenes(): Unit
        open fun reloadTextures(): Boolean
        open fun removeMaterial(material: Material!): Boolean
        open fun removeRenderTarget(renderTarget: RenderTarget!): Boolean
        open fun removeScene(scene: Scene!): Boolean
        open fun removeTexture(texture: ATexture!): Boolean
        protected open fun render(elapsedRealtime: Long, deltaTime: Double): Unit
        open fun replaceAndSwitchScene(scene: Scene!, location: Int): Boolean
        open fun replaceAndSwitchScene(oldScene: Scene!, newScene: Scene!): Boolean
        open fun replaceScene(scene: Scene!, location: Int): Boolean
        open fun replaceScene(oldScene: Scene!, newScene: Scene!): Boolean
        open fun replaceTexture(texture: ATexture!): Boolean
        open fun resetMaterials(): Boolean
        open fun resetTextures(): Boolean
        open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
        open fun screenToCartesian(screenX: Float, screenY: Float): PointF!
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setFPSUpdateListener(listener: OnFPSUpdateListener!): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrameRate(frameRate: Double): Unit
        open static fun setMaxLights(maxLights: Int): Unit
        open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
        open fun setRenderSurface(surface: ISurface!): Unit
        open fun setRenderTarget(renderTarget: RenderTarget!): Unit
        open fun setSceneCachingEnabled(enabled: Boolean): Unit
        open fun setViewPort(width: Int, height: Int): Unit
        protected static var sMaxLights: Int
        open fun startRendering(): Unit
        open fun stopRendering(): Boolean
        open fun switchScene(scene: Scene!): Unit
        open fun switchScene(scene: Int): Unit
        open fun switchSceneDirect(nextScene: Scene!): Unit
        open fun unProject(p: PointF!, distance: Float): Vector3!
        open fun unProject(x: Double, y: Double, z: Double): Vector3!
      open class RenderTarget
        Module Contents RenderTarget(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
        RenderTarget(name: String!, width: Int, height: Int)
        open fun bind(): Unit
        open fun checkGLError(ex: String!): Unit
        open fun clone(): RenderTarget!
        open fun create(): Unit
        open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
        open fun getFrameBufferHandle(): Int
        open fun getFullscreen(): Boolean
        open fun getHeight(): Int
        open fun getName(): String!
        open fun getOffsetX(): Int
        open fun getOffsetY(): Int
        open fun getTexture(): RenderTargetTexture!
        open fun getWidth(): Int
        open fun isStencilBufferEnabled(): Boolean
        protected var mBitmapConfig: Config!
        protected var mDepthBufferHandle: Int
        protected var mFilterType: ATexture.FilterType!
        protected var mFrameBufferHandle: Int
        protected var mFullscreen: Boolean
        protected var mGLType: Int
        protected var mHeight: Int
        protected var mMipmaps: Boolean
        protected var mName: String!
        protected var mOffsetX: Int
        protected var mOffsetY: Int
        protected var mStencilBuffer: Boolean
        protected var mStencilBufferHandle: Int
        protected var mTexture: RenderTargetTexture!
        protected var mWidth: Int
        protected var mWrapType: ATexture.WrapType!
        open fun reload(): Unit
        open fun remove(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFullscreen(fullscreen: Boolean): Unit
        open fun setHeight(height: Int): Unit
        open fun setOffsetX(offsetX: Int): Unit
        open fun setOffsetY(offsetY: Int): Unit
        open fun setWidth(width: Int): Unit
        open fun unbind(): Unit
      open class RenderTarget
        Module Contents RenderTarget(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
        RenderTarget(name: String!, width: Int, height: Int)
        open fun bind(): Unit
        open fun checkGLError(ex: String!): Unit
        open fun clone(): RenderTarget!
        open fun create(): Unit
        open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
        open fun getFrameBufferHandle(): Int
        open fun getFullscreen(): Boolean
        open fun getHeight(): Int
        open fun getName(): String!
        open fun getOffsetX(): Int
        open fun getOffsetY(): Int
        open fun getTexture(): RenderTargetTexture!
        open fun getWidth(): Int
        open fun isStencilBufferEnabled(): Boolean
        protected var mBitmapConfig: Config!
        protected var mDepthBufferHandle: Int
        protected var mFilterType: ATexture.FilterType!
        protected var mFrameBufferHandle: Int
        protected var mFullscreen: Boolean
        protected var mGLType: Int
        protected var mHeight: Int
        protected var mMipmaps: Boolean
        protected var mName: String!
        protected var mOffsetX: Int
        protected var mOffsetY: Int
        protected var mStencilBuffer: Boolean
        protected var mStencilBufferHandle: Int
        protected var mTexture: RenderTargetTexture!
        protected var mWidth: Int
        protected var mWrapType: ATexture.WrapType!
        open fun reload(): Unit
        open fun remove(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFullscreen(fullscreen: Boolean): Unit
        open fun setHeight(height: Int): Unit
        open fun setOffsetX(offsetX: Int): Unit
        open fun setOffsetY(offsetY: Int): Unit
        open fun setWidth(width: Int): Unit
        open fun unbind(): Unit
      open class RenderTargetCube : RenderTarget
        Module Contents RenderTargetCube(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
        RenderTargetCube(name: String!, width: Int, height: Int)
        open fun getActiveCubeFace(): Int
        protected var mActiveCubeFace: Int
        open fun setActiveCubeFace(activeCubeFace: Int): Unit
      open class RenderTargetCube : RenderTarget
        Module Contents RenderTargetCube(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
        RenderTargetCube(name: String!, width: Int, height: Int)
        open fun getActiveCubeFace(): Int
        protected var mActiveCubeFace: Int
        open fun setActiveCubeFace(activeCubeFace: Int): Unit
      abstract class SideBySideRenderer : Renderer
        Module Contents SideBySideRenderer(context: Context!)
        SideBySideRenderer(context: Context!, pupilDistance: Double)
        open fun getPupilDistance(): Double
        open fun initScene(): Unit
        protected open fun onRender(elapsedTime: Long, deltaTime: Double): Unit
        open fun setCameraOrientation(cameraOrientation: Quaternion!): Unit
        open fun setPupilDistance(pupilDistance: Double): Unit
        open fun setSensorOrientation(quaternion: FloatArray!): Unit
      abstract class SideBySideRenderer : Renderer
        Module Contents SideBySideRenderer(context: Context!)
        SideBySideRenderer(context: Context!, pupilDistance: Double)
        open fun getPupilDistance(): Double
        open fun initScene(): Unit
        protected open fun onRender(elapsedTime: Long, deltaTime: Double): Unit
        open fun setCameraOrientation(cameraOrientation: Quaternion!): Unit
        open fun setPupilDistance(pupilDistance: Double): Unit
        open fun setSensorOrientation(quaternion: FloatArray!): Unit
    package org.rajawali3d.renderer.pip
      Module Contents abstract class SubRenderer
        Module Contents SubRenderer(renderer: Renderer!)
        open fun doRender(): Unit
        protected open fun getContext(): Context!
        open fun getCurrentCamera(): Camera!
        open fun getCurrentScene(): Scene!
        abstract fun initScene(): Unit
        protected abstract fun onRender(): Unit
        open fun onTouchEvent(event: MotionEvent!): Unit
      abstract class SubRenderer
        Module Contents SubRenderer(renderer: Renderer!)
        open fun doRender(): Unit
        protected open fun getContext(): Context!
        open fun getCurrentCamera(): Camera!
        open fun getCurrentScene(): Scene!
        abstract fun initScene(): Unit
        protected abstract fun onRender(): Unit
        open fun onTouchEvent(event: MotionEvent!): Unit
      open class WorkaroundScreenQuad : Object3D
        Module Contents WorkaroundScreenQuad()
        WorkaroundScreenQuad(createVBOs: Boolean)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setEffectPass(effectPass: EffectPass!): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
      open class WorkaroundScreenQuad : Object3D
        Module Contents WorkaroundScreenQuad()
        WorkaroundScreenQuad(createVBOs: Boolean)
        open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
        open fun setEffectPass(effectPass: EffectPass!): Unit
        protected open fun setShaderParams(camera: Camera!): Unit
    package org.rajawali3d.renderer.plugins
      Module Contents interface IRendererPlugin
        Module Contents abstract fun destroy(): Unit
        abstract fun reload(): Unit
        abstract fun render(): Unit
      interface IRendererPlugin
        Module Contents abstract fun destroy(): Unit
        abstract fun reload(): Unit
        abstract fun render(): Unit
      class LensFlarePlugin : Plugin
        Module Contents LensFlarePlugin(renderer: Renderer!)
        LensFlarePlugin(renderer: Renderer!, createVBOs: Boolean)
        fun addLensFlare(lensFlare: LensFlare!): Unit
        fun getLensFlareCount(): Int
        protected fun init(createVBOs: Boolean): Unit
        fun removeLensFlare(lensFlare: LensFlare!): Boolean
        fun render(): Unit
        fun setShaders(vertexShader: String!, fragmentShader: String!): Unit
      class LensFlarePlugin : Plugin
        Module Contents LensFlarePlugin(renderer: Renderer!)
        LensFlarePlugin(renderer: Renderer!, createVBOs: Boolean)
        fun addLensFlare(lensFlare: LensFlare!): Unit
        fun getLensFlareCount(): Int
        protected fun init(createVBOs: Boolean): Unit
        fun removeLensFlare(lensFlare: LensFlare!): Boolean
        fun render(): Unit
        fun setShaders(vertexShader: String!, fragmentShader: String!): Unit
      abstract class Plugin : IRendererPlugin
        Module Contents Plugin(renderer: Renderer!)
        Plugin(renderer: Renderer!, createVBOs: Boolean)
        protected open fun createProgram(vertexShader: String!, fragmentShader: String!): Int
        open fun destroy(): Unit
        protected open fun getAttribLocation(name: String!): Int
        protected open fun getUniformLocation(name: String!): Int
        protected open fun init(createVBOs: Boolean): Unit
        protected open fun loadShader(shaderType: Int, source: String!): Int
        protected var mFragmentShader: String!
        protected var mFShaderHandle: Int
        protected var mGeometry: Geometry3D!
        protected var mProgram: Int
        protected var mProgramCreated: Boolean
        protected var mRenderer: Renderer!
        protected var mVertexShader: String!
        protected var mVShaderHandle: Int
        open fun reload(): Unit
        open fun render(): Unit
        protected open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        protected open fun setShaders(vertexShader: String!, fragmentShader: String!): Unit
        open fun unload(): Unit
        protected open fun useProgram(programHandle: Int): Unit
      abstract class Plugin : IRendererPlugin
        Module Contents Plugin(renderer: Renderer!)
        Plugin(renderer: Renderer!, createVBOs: Boolean)
        protected open fun createProgram(vertexShader: String!, fragmentShader: String!): Int
        open fun destroy(): Unit
        protected open fun getAttribLocation(name: String!): Int
        protected open fun getUniformLocation(name: String!): Int
        protected open fun init(createVBOs: Boolean): Unit
        protected open fun loadShader(shaderType: Int, source: String!): Int
        protected var mFragmentShader: String!
        protected var mFShaderHandle: Int
        protected var mGeometry: Geometry3D!
        protected var mProgram: Int
        protected var mProgramCreated: Boolean
        protected var mRenderer: Renderer!
        protected var mVertexShader: String!
        protected var mVShaderHandle: Int
        open fun reload(): Unit
        open fun render(): Unit
        protected open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
        protected open fun setShaders(vertexShader: String!, fragmentShader: String!): Unit
        open fun unload(): Unit
        protected open fun useProgram(programHandle: Int): Unit
    package org.rajawali3d.scene
      Module Contents abstract class ASceneFrameCallback
        Module Contents ASceneFrameCallback()
        open fun callPostFrame(): Boolean
        open fun callPreDraw(): Boolean
        open fun callPreFrame(): Boolean
        abstract fun onPostFrame(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreDraw(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreFrame(sceneTime: Long, deltaTime: Double): Unit
      abstract class ASceneFrameCallback
        Module Contents ASceneFrameCallback()
        open fun callPostFrame(): Boolean
        open fun callPreDraw(): Boolean
        open fun callPreFrame(): Boolean
        abstract fun onPostFrame(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreDraw(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreFrame(sceneTime: Long, deltaTime: Double): Unit
      open class Scene
        Module Contents Scene(renderer: Renderer!)
        Scene(renderer: Renderer!, type: IGraphNode.GRAPH_TYPE!)
        open fun addAndSwitchCamera(camera: Camera!): Boolean
        open fun addCamera(camera: Camera!): Boolean
        open fun addCameras(cameras: MutableCollection<Camera!>!): Boolean
        open fun addChild(child: Object3D!): Boolean
        open fun addChildAt(child: Object3D!, index: Int): Boolean
        open fun addChildren(children: MutableCollection<Object3D!>!): Boolean
        open fun addLight(light: ALight!): Boolean
        open fun addPlugin(plugin: Plugin!): Boolean
        open fun addPlugins(plugins: MutableCollection<Plugin!>!): Boolean
        open fun alwaysClearColorBuffer(value: Boolean): Unit
        open fun alwaysClearColorBuffer(): Boolean
        open fun clearAnimations(): Boolean
        open fun clearCameras(): Boolean
        open fun clearChildren(): Boolean
        open fun clearFrameCallbacks(): Boolean
        open fun clearLights(): Boolean
        open fun clearPlugins(): Boolean
        open fun destroyScene(): Unit
        open fun displaySceneGraph(display: Boolean): Unit
        protected open fun doColorPicking(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
        open fun getBackgroundColor(): Int
        open fun getCamera(): Camera!
        open fun getCamera(camera: Int): Camera!
        open fun getCameraCount(): Int
        open fun getCamerasCopy(): ArrayList<Camera!>!
        open fun getChildrenCopy(): ArrayList<Object3D!>!
        open fun getLights(): MutableList<ALight!>!
        open fun getLightsCopy(): ArrayList<ALight!>!
        open fun getNumChildren(): Int
        open fun getNumLights(): Int
        open fun getNumObjects(): Int
        open fun getNumPlugins(): Int
        open fun getNumTriangles(): Int
        open fun getPluginsCopy(): ArrayList<IRendererPlugin!>!
        open fun getSceneMaxBound(): Vector3!
        open fun getSceneMinBound(): Vector3!
        protected val GL_COVERAGE_BUFFER_BIT_NV: Int
        protected open fun hasChild(child: Object3D!): Boolean
        open fun hasPickerInfo(): Boolean
        protected open fun hasPlugin(plugin: IRendererPlugin!): Boolean
        open fun initScene(): Unit
        protected open fun initSceneGraph(): Unit
        protected var mAlpha: Float
        protected var mAlwaysClearColorBuffer: Boolean
        protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
        open fun markLightingDirty(): Unit
        protected var mBlue: Float
        protected var mCamera: Camera!
        protected var mDisplaySceneGraph: Boolean
        protected var mEnableDepthBuffer: Boolean
        protected var mEyeZ: Double
        protected var mFogParams: FogMaterialPlugin.FogParams!
        protected var mGreen: Float
        protected var mInvVPMatrix: Matrix4!
        protected var mPickerInfo: ObjectColorPicker.ColorPickerInfo!
        protected var mPMatrix: Matrix4!
        protected var mRed: Float
        protected var mReloadPickerInfo: Boolean
        protected var mRenderer: Renderer!
        protected var mSceneGraph: IGraphNode!
        protected var mSceneGraphType: IGraphNode.GRAPH_TYPE!
        protected var mSkybox: Cube!
        protected var mSkyboxTexture: ATexture!
        protected var mVMatrix: Matrix4!
        protected var mVPMatrix: Matrix4!
        open fun registerAnimation(anim: Animation!): Boolean
        open fun registerAnimations(anims: MutableCollection<Animation!>!): Boolean
        open fun registerFrameCallback(callback: ASceneFrameCallback!): Boolean
        open fun reload(): Unit
        open fun removeCamera(camera: Camera!): Boolean
        open fun removeChild(child: Object3D!): Boolean
        open fun removeLight(light: ALight!): Boolean
        open fun removePlugin(plugin: Plugin!): Boolean
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!): Unit
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!, sceneMaterial: Material!): Unit
        open fun replaceAndSwitchCamera(camera: Camera!, location: Int): Boolean
        open fun replaceAndSwitchCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
        open fun replaceAnimation(oldAnim: Animation!, newAnim: Animation!): Boolean
        open fun replaceCamera(camera: Camera!, location: Int): Boolean
        open fun replaceCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
        open fun replaceChild(child: Object3D!, location: Int): Boolean
        open fun replaceChild(oldChild: Object3D!, newChild: Object3D!): Boolean
        open fun requestColorPicking(@NonNull pickerInfo: ObjectColorPicker.ColorPickerInfo): Unit
        open fun resetGLState(): Unit
        open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun setBackgroundColor(color: Int): Unit
        open fun setFog(fogParams: FogMaterialPlugin.FogParams!): Unit
        open fun setShadowMapMaterial(material: ShadowMapMaterial!): Unit
        open fun setSkybox(resourceId: Int): Boolean
        open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
        open fun setSkybox(bitmaps: Array<Bitmap!>!): Boolean
        open fun setSkybox(skybox: Cube!, texture: ATexture!): Boolean
        open fun switchCamera(camera: Camera!): Unit
        open fun switchCamera(camera: Int): Unit
        open fun unregisterAnimation(anim: Animation!): Boolean
        open fun unregisterFrameCallback(callback: ASceneFrameCallback!): Boolean
        open fun updateProjectionMatrix(width: Int, height: Int): Unit
        open fun updateSkybox(resourceId: Int): Unit
        open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
        open fun updateSkybox(bitmaps: Array<Bitmap!>!): Unit
      open class Scene
        Module Contents Scene(renderer: Renderer!)
        Scene(renderer: Renderer!, type: IGraphNode.GRAPH_TYPE!)
        open fun addAndSwitchCamera(camera: Camera!): Boolean
        open fun addCamera(camera: Camera!): Boolean
        open fun addCameras(cameras: MutableCollection<Camera!>!): Boolean
        open fun addChild(child: Object3D!): Boolean
        open fun addChildAt(child: Object3D!, index: Int): Boolean
        open fun addChildren(children: MutableCollection<Object3D!>!): Boolean
        open fun addLight(light: ALight!): Boolean
        open fun addPlugin(plugin: Plugin!): Boolean
        open fun addPlugins(plugins: MutableCollection<Plugin!>!): Boolean
        open fun alwaysClearColorBuffer(value: Boolean): Unit
        open fun alwaysClearColorBuffer(): Boolean
        open fun clearAnimations(): Boolean
        open fun clearCameras(): Boolean
        open fun clearChildren(): Boolean
        open fun clearFrameCallbacks(): Boolean
        open fun clearLights(): Boolean
        open fun clearPlugins(): Boolean
        open fun destroyScene(): Unit
        open fun displaySceneGraph(display: Boolean): Unit
        protected open fun doColorPicking(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
        open fun getBackgroundColor(): Int
        open fun getCamera(): Camera!
        open fun getCamera(camera: Int): Camera!
        open fun getCameraCount(): Int
        open fun getCamerasCopy(): ArrayList<Camera!>!
        open fun getChildrenCopy(): ArrayList<Object3D!>!
        open fun getLights(): MutableList<ALight!>!
        open fun getLightsCopy(): ArrayList<ALight!>!
        open fun getNumChildren(): Int
        open fun getNumLights(): Int
        open fun getNumObjects(): Int
        open fun getNumPlugins(): Int
        open fun getNumTriangles(): Int
        open fun getPluginsCopy(): ArrayList<IRendererPlugin!>!
        open fun getSceneMaxBound(): Vector3!
        open fun getSceneMinBound(): Vector3!
        protected val GL_COVERAGE_BUFFER_BIT_NV: Int
        protected open fun hasChild(child: Object3D!): Boolean
        open fun hasPickerInfo(): Boolean
        protected open fun hasPlugin(plugin: IRendererPlugin!): Boolean
        open fun initScene(): Unit
        protected open fun initSceneGraph(): Unit
        protected var mAlpha: Float
        protected var mAlwaysClearColorBuffer: Boolean
        protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
        open fun markLightingDirty(): Unit
        protected var mBlue: Float
        protected var mCamera: Camera!
        protected var mDisplaySceneGraph: Boolean
        protected var mEnableDepthBuffer: Boolean
        protected var mEyeZ: Double
        protected var mFogParams: FogMaterialPlugin.FogParams!
        protected var mGreen: Float
        protected var mInvVPMatrix: Matrix4!
        protected var mPickerInfo: ObjectColorPicker.ColorPickerInfo!
        protected var mPMatrix: Matrix4!
        protected var mRed: Float
        protected var mReloadPickerInfo: Boolean
        protected var mRenderer: Renderer!
        protected var mSceneGraph: IGraphNode!
        protected var mSceneGraphType: IGraphNode.GRAPH_TYPE!
        protected var mSkybox: Cube!
        protected var mSkyboxTexture: ATexture!
        protected var mVMatrix: Matrix4!
        protected var mVPMatrix: Matrix4!
        open fun registerAnimation(anim: Animation!): Boolean
        open fun registerAnimations(anims: MutableCollection<Animation!>!): Boolean
        open fun registerFrameCallback(callback: ASceneFrameCallback!): Boolean
        open fun reload(): Unit
        open fun removeCamera(camera: Camera!): Boolean
        open fun removeChild(child: Object3D!): Boolean
        open fun removeLight(light: ALight!): Boolean
        open fun removePlugin(plugin: Plugin!): Boolean
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!): Unit
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!, sceneMaterial: Material!): Unit
        open fun replaceAndSwitchCamera(camera: Camera!, location: Int): Boolean
        open fun replaceAndSwitchCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
        open fun replaceAnimation(oldAnim: Animation!, newAnim: Animation!): Boolean
        open fun replaceCamera(camera: Camera!, location: Int): Boolean
        open fun replaceCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
        open fun replaceChild(child: Object3D!, location: Int): Boolean
        open fun replaceChild(oldChild: Object3D!, newChild: Object3D!): Boolean
        open fun requestColorPicking(@NonNull pickerInfo: ObjectColorPicker.ColorPickerInfo): Unit
        open fun resetGLState(): Unit
        open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun setBackgroundColor(color: Int): Unit
        open fun setFog(fogParams: FogMaterialPlugin.FogParams!): Unit
        open fun setShadowMapMaterial(material: ShadowMapMaterial!): Unit
        open fun setSkybox(resourceId: Int): Boolean
        open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
        open fun setSkybox(bitmaps: Array<Bitmap!>!): Boolean
        open fun setSkybox(skybox: Cube!, texture: ATexture!): Boolean
        open fun switchCamera(camera: Camera!): Unit
        open fun switchCamera(camera: Int): Unit
        open fun unregisterAnimation(anim: Animation!): Boolean
        open fun unregisterFrameCallback(callback: ASceneFrameCallback!): Boolean
        open fun updateProjectionMatrix(width: Int, height: Int): Unit
        open fun updateSkybox(resourceId: Int): Unit
        open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
        open fun updateSkybox(bitmaps: Array<Bitmap!>!): Unit
    package org.rajawali3d.scenegraph
      Module Contents abstract class A_nAABBTree : BoundingBox, IGraphNode
        Module Contents protected A_nAABBTree()
        A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        A_nAABBTree(parent: A_nAABBTree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun addChildrenRecursively(recursive: Boolean): Unit
        open fun addObject(object: IGraphNodeMember!): Unit
        open fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        protected open fun addToMembers(object: IGraphNodeMember!): Unit
        protected open fun addToOutside(object: IGraphNodeMember!): Unit
        protected open fun calculateChildSideLengths(): Unit
        open fun canMerge(): Boolean
        protected var CHILD_COUNT: Int
        open fun clear(): Unit
        open fun contains(boundingVolume: IBoundingVolume!): Boolean
        open fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
        protected abstract fun destroy(): Unit
        open fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
        protected open fun getAllMembersRecursively(shouldClear: Boolean): ArrayList<IGraphNodeMember!>!
        protected open fun getChildRegion(): Int
        open fun getObjectCount(): Int
        open fun getSceneMaxBound(): Vector3!
        open fun getSceneMinBound(): Vector3!
        protected open fun grow(): Unit
        protected open fun handleRecursiveUpdate(container: A_nAABBTree!, object: IGraphNodeMember!): Unit
        protected abstract fun init(): Unit
        protected open fun internalAddObject(object: IGraphNodeMember!): Unit
        open fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
        protected var mChildLengths: Vector3!
        protected var mChildRegion: Int
        protected var mChildren: Array<A_nAABBTree!>!
        protected open fun merge(): Unit
        protected var mGrowThreshold: Int
        protected var mMembers: MutableList<IGraphNodeMember!>!
        protected var mMergeThreshold: Int
        protected val mMMatrix: Matrix4!
        protected var mOutside: MutableList<IGraphNodeMember!>!
        protected var mOverlap: Int
        protected var mParent: A_nAABBTree!
        protected val mPosition: Vector3!
        protected var mRecursiveAdd: Boolean
        protected var mRecursiveRemove: Boolean
        protected var mShrinkThreshold: Int
        protected var mSplit: Boolean
        protected var mSplitThreshold: Int
        open fun rebuild(): Unit
        open fun removeChildrenRecursively(recursive: Boolean): Unit
        protected open fun removeFromMembers(object: IGraphNodeMember!): Unit
        open fun removeObject(object: IGraphNodeMember!): Unit
        open fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        protected open fun setBounds(member: IGraphNodeMember!): Unit
        protected open fun setBounds(child: Int): Unit
        protected open fun setChildRegion(region: Int, side_lengths: Vector3!): Unit
        open fun setGrowThreshold(threshold: Int): Unit
        open fun setMergeThreshold(threshold: Int): Unit
        open fun setShrinkThreshold(threshold: Int): Unit
        open fun setSplitThreshold(threshold: Int): Unit
        protected open fun shrink(): Unit
        protected open fun shrinkAddObject(object: IGraphNodeMember!): Unit
        protected open fun split(): Unit
        open fun toString(): String
        open fun updateObject(object: IGraphNodeMember!): Unit
      abstract class A_nAABBTree : BoundingBox, IGraphNode
        Module Contents protected A_nAABBTree()
        A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        A_nAABBTree(parent: A_nAABBTree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun addChildrenRecursively(recursive: Boolean): Unit
        open fun addObject(object: IGraphNodeMember!): Unit
        open fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        protected open fun addToMembers(object: IGraphNodeMember!): Unit
        protected open fun addToOutside(object: IGraphNodeMember!): Unit
        protected open fun calculateChildSideLengths(): Unit
        open fun canMerge(): Boolean
        protected var CHILD_COUNT: Int
        open fun clear(): Unit
        open fun contains(boundingVolume: IBoundingVolume!): Boolean
        open fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
        protected abstract fun destroy(): Unit
        open fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
        protected open fun getAllMembersRecursively(shouldClear: Boolean): ArrayList<IGraphNodeMember!>!
        protected open fun getChildRegion(): Int
        open fun getObjectCount(): Int
        open fun getSceneMaxBound(): Vector3!
        open fun getSceneMinBound(): Vector3!
        protected open fun grow(): Unit
        protected open fun handleRecursiveUpdate(container: A_nAABBTree!, object: IGraphNodeMember!): Unit
        protected abstract fun init(): Unit
        protected open fun internalAddObject(object: IGraphNodeMember!): Unit
        open fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
        protected var mChildLengths: Vector3!
        protected var mChildRegion: Int
        protected var mChildren: Array<A_nAABBTree!>!
        protected open fun merge(): Unit
        protected var mGrowThreshold: Int
        protected var mMembers: MutableList<IGraphNodeMember!>!
        protected var mMergeThreshold: Int
        protected val mMMatrix: Matrix4!
        protected var mOutside: MutableList<IGraphNodeMember!>!
        protected var mOverlap: Int
        protected var mParent: A_nAABBTree!
        protected val mPosition: Vector3!
        protected var mRecursiveAdd: Boolean
        protected var mRecursiveRemove: Boolean
        protected var mShrinkThreshold: Int
        protected var mSplit: Boolean
        protected var mSplitThreshold: Int
        open fun rebuild(): Unit
        open fun removeChildrenRecursively(recursive: Boolean): Unit
        protected open fun removeFromMembers(object: IGraphNodeMember!): Unit
        open fun removeObject(object: IGraphNodeMember!): Unit
        open fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        protected open fun setBounds(member: IGraphNodeMember!): Unit
        protected open fun setBounds(child: Int): Unit
        protected open fun setChildRegion(region: Int, side_lengths: Vector3!): Unit
        open fun setGrowThreshold(threshold: Int): Unit
        open fun setMergeThreshold(threshold: Int): Unit
        open fun setShrinkThreshold(threshold: Int): Unit
        open fun setSplitThreshold(threshold: Int): Unit
        protected open fun shrink(): Unit
        protected open fun shrinkAddObject(object: IGraphNodeMember!): Unit
        protected open fun split(): Unit
        open fun toString(): String
        open fun updateObject(object: IGraphNodeMember!): Unit
      interface IGraphNode
        Module Contents abstract fun addChildrenRecursively(recursive: Boolean): Unit
        abstract fun addObject(object: IGraphNodeMember!): Unit
        abstract fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        abstract fun clear(): Unit
        abstract fun contains(boundingVolume: IBoundingVolume!): Boolean
        abstract fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
        abstract fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
        abstract fun getObjectCount(): Int
        abstract fun getSceneMaxBound(): Vector3!
        abstract fun getSceneMinBound(): Vector3!
        class GRAPH_TYPE
          Module Contents NONE
          OCTREE
        abstract fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
        abstract fun rebuild(): Unit
        abstract fun removeChildrenRecursively(recursive: Boolean): Unit
        abstract fun removeObject(object: IGraphNodeMember!): Unit
        abstract fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        abstract fun updateObject(object: IGraphNodeMember!): Unit
      interface IGraphNode
        Module Contents abstract fun addChildrenRecursively(recursive: Boolean): Unit
        abstract fun addObject(object: IGraphNodeMember!): Unit
        abstract fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        abstract fun clear(): Unit
        abstract fun contains(boundingVolume: IBoundingVolume!): Boolean
        abstract fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
        abstract fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
        abstract fun getObjectCount(): Int
        abstract fun getSceneMaxBound(): Vector3!
        abstract fun getSceneMinBound(): Vector3!
        class GRAPH_TYPE
          Module Contents NONE
          OCTREE
        abstract fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
        abstract fun rebuild(): Unit
        abstract fun removeChildrenRecursively(recursive: Boolean): Unit
        abstract fun removeObject(object: IGraphNodeMember!): Unit
        abstract fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
        abstract fun updateObject(object: IGraphNodeMember!): Unit
      interface IGraphNodeMember
        Module Contents abstract fun getGraphNode(): IGraphNode!
        abstract fun getScenePosition(): Vector3!
        abstract fun getTransformedBoundingVolume(): IBoundingVolume!
        abstract fun isInGraph(): Boolean
        abstract fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
      interface IGraphNodeMember
        Module Contents abstract fun getGraphNode(): IGraphNode!
        abstract fun getScenePosition(): Vector3!
        abstract fun getTransformedBoundingVolume(): IBoundingVolume!
        abstract fun isInGraph(): Boolean
        abstract fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
      open class Octree : A_nAABBTree
        Module Contents Octree()
        Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        Octree(parent: Octree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        protected static val COLORS: IntArray!
        protected open fun destroy(): Unit
        protected open fun init(): Unit
        protected open fun setChildRegion(octant: Int, side_lengths: Vector3!): Unit
        protected open fun split(): Unit
        open fun toString(): String
      open class Octree : A_nAABBTree
        Module Contents Octree()
        Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        Octree(parent: Octree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        protected static val COLORS: IntArray!
        protected open fun destroy(): Unit
        protected open fun init(): Unit
        protected open fun setChildRegion(octant: Int, side_lengths: Vector3!): Unit
        protected open fun split(): Unit
        open fun toString(): String
    package org.rajawali3d.terrain
      Module Contents open class SquareTerrain : Terrain
        Module Contents protected SquareTerrain(divisions: Int, terrain: Array<DoubleArray!>!, normals: Array<Array<Vector3!>!>!, temperature: Array<DoubleArray!>!, xScale: Double, zScale: Double)
        open fun contains(x: Double, z: Double): Boolean
        open static fun createParameters(hMapBitmap: Bitmap!): SquareTerrain.Parameters!
        open fun getAltitude(x: Double, z: Double): Double
        open fun getDivisions(): Int
        open fun getExtensionX(): Double
        open fun getExtensionZ(): Double
        open fun getHeights(): Array<DoubleArray!>!
        open fun getMaxAltitude(): Double
        open fun getMaxTemperature(): Double
        open fun getMinAltitude(): Double
        open fun getMinTemperature(): Double
        open fun getNormalAt(x: Double, z: Double, normal: Vector3!): Unit
        open fun getPercAltitude(i: Int, j: Int): Double
        open fun getTemperature(x: Double, z: Double): Double
        open class Parameters
          Module Contents protected Parameters(hMapBitmap: Bitmap!)
          protected var basecolor: Int
          protected var colorMapBitmap: Bitmap!
          protected var divisions: Int
          open fun getBasecolor(): Int
          open fun getColorMapBitmap(): Bitmap!
          open fun getDivisions(): Int
          open fun getHeightMapBitmap(): Bitmap!
          open fun getMaxTemp(value: Double): Double
          open fun getMiddleColor(): Int
          open fun getMinTemp(): Double
          open fun getScale(): Vector3!
          open fun getTextureMult(): Double
          open fun getUpColor(): Int
          protected var heightMapBitmap: Bitmap!
          protected var maxTemp: Double
          protected var middlecolor: Int
          protected var minTemp: Double
          protected var scale: Vector3!
          open fun setBasecolor(value: Int): Unit
          open fun setColorMapBitmap(value: Bitmap!): Unit
          open fun setDivisions(value: Int): Unit
          open fun setMaxTemp(value: Double): Unit
          open fun setMiddleColor(value: Int): Unit
          open fun setMinTemp(value: Double): Unit
          open fun setScale(sx: Double, sy: Double, sz: Double): Unit
          open fun setTextureMult(value: Double): Unit
          open fun setUpColor(value: Int): Unit
          protected var textureMult: Double
          protected var upcolor: Int
        open fun setScale(scale: Double): ATransformable3D!
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
        open fun setScaleX(scaleX: Double): ATransformable3D!
        open fun setScaleY(scaleY: Double): ATransformable3D!
        open fun setScaleZ(scaleZ: Double): ATransformable3D!
      open class SquareTerrain : Terrain
        Module Contents protected SquareTerrain(divisions: Int, terrain: Array<DoubleArray!>!, normals: Array<Array<Vector3!>!>!, temperature: Array<DoubleArray!>!, xScale: Double, zScale: Double)
        open fun contains(x: Double, z: Double): Boolean
        open static fun createParameters(hMapBitmap: Bitmap!): SquareTerrain.Parameters!
        open fun getAltitude(x: Double, z: Double): Double
        open fun getDivisions(): Int
        open fun getExtensionX(): Double
        open fun getExtensionZ(): Double
        open fun getHeights(): Array<DoubleArray!>!
        open fun getMaxAltitude(): Double
        open fun getMaxTemperature(): Double
        open fun getMinAltitude(): Double
        open fun getMinTemperature(): Double
        open fun getNormalAt(x: Double, z: Double, normal: Vector3!): Unit
        open fun getPercAltitude(i: Int, j: Int): Double
        open fun getTemperature(x: Double, z: Double): Double
        open class Parameters
          Module Contents protected Parameters(hMapBitmap: Bitmap!)
          protected var basecolor: Int
          protected var colorMapBitmap: Bitmap!
          protected var divisions: Int
          open fun getBasecolor(): Int
          open fun getColorMapBitmap(): Bitmap!
          open fun getDivisions(): Int
          open fun getHeightMapBitmap(): Bitmap!
          open fun getMaxTemp(value: Double): Double
          open fun getMiddleColor(): Int
          open fun getMinTemp(): Double
          open fun getScale(): Vector3!
          open fun getTextureMult(): Double
          open fun getUpColor(): Int
          protected var heightMapBitmap: Bitmap!
          protected var maxTemp: Double
          protected var middlecolor: Int
          protected var minTemp: Double
          protected var scale: Vector3!
          open fun setBasecolor(value: Int): Unit
          open fun setColorMapBitmap(value: Bitmap!): Unit
          open fun setDivisions(value: Int): Unit
          open fun setMaxTemp(value: Double): Unit
          open fun setMiddleColor(value: Int): Unit
          open fun setMinTemp(value: Double): Unit
          open fun setScale(sx: Double, sy: Double, sz: Double): Unit
          open fun setTextureMult(value: Double): Unit
          open fun setUpColor(value: Int): Unit
          protected var textureMult: Double
          protected var upcolor: Int
        open fun setScale(scale: Double): ATransformable3D!
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
        open fun setScaleX(scaleX: Double): ATransformable3D!
        open fun setScaleY(scaleY: Double): ATransformable3D!
        open fun setScaleZ(scaleZ: Double): ATransformable3D!
      open class Terrain : Object3D
        Module Contents Terrain()
      open class Terrain : Object3D
        Module Contents Terrain()
      open class TerrainGenerator
        Module Contents TerrainGenerator()
        open static fun createSquareTerrainFromBitmap(prs: SquareTerrain.Parameters!, createVBOs: Boolean): SquareTerrain!
      open class TerrainGenerator
        Module Contents TerrainGenerator()
        open static fun createSquareTerrainFromBitmap(prs: SquareTerrain.Parameters!, createVBOs: Boolean): SquareTerrain!
    package org.rajawali3d.util
      Module Contents open class ArrayUtils
        Module Contents ArrayUtils()
        open static fun concatAllDouble(vararg arrays: DoubleArray!): DoubleArray!
        open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
        open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
        open static fun convertDoublesToFloats(input: DoubleArray!, output: FloatArray!): FloatArray!
        open static fun convertDoublesToFloats(input: DoubleArray!): FloatArray!
        open static fun convertFloatsToDoubles(input: FloatArray!, output: DoubleArray!): DoubleArray!
        open static fun convertFloatsToDoubles(input: FloatArray!): DoubleArray!
        open static fun getDoubleArrayFromBuffer(buffer: DoubleBuffer!): DoubleArray!
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
        open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
      open class ArrayUtils
        Module Contents ArrayUtils()
        open static fun concatAllDouble(vararg arrays: DoubleArray!): DoubleArray!
        open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
        open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
        open static fun convertDoublesToFloats(input: DoubleArray!, output: FloatArray!): FloatArray!
        open static fun convertDoublesToFloats(input: DoubleArray!): FloatArray!
        open static fun convertFloatsToDoubles(input: FloatArray!, output: DoubleArray!): DoubleArray!
        open static fun convertFloatsToDoubles(input: FloatArray!): DoubleArray!
        open static fun getDoubleArrayFromBuffer(buffer: DoubleBuffer!): DoubleArray!
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
        open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
      open class Capabilities
        Module Contents open static fun getEGLMajorVersion(): Int
        open static fun getEGLMinorVersion(): Int
        @NonNull open fun getExtensions(): Array<String!>
        open static fun getGLESMajorVersion(): Int
        @NonNull open static fun getInstance(): Capabilities
        open fun getMaxAliasedLineWidth(): Int
        open fun getMaxAliasedPointSize(): Int
        open fun getMaxCombinedTextureUnits(): Int
        open fun getMaxCubeMapTextureSize(): Int
        open fun getMaxFragmentUniformVectors(): Int
        open fun getMaxRenderbufferSize(): Int
        open fun getMaxTextureImageUnits(): Int
        open fun getMaxTextureSize(): Int
        open fun getMaxVaryingVectors(): Int
        open fun getMaxVertexAttribs(): Int
        open fun getMaxVertexTextureImageUnits(): Int
        open fun getMaxVertexUniformVectors(): Int
        open fun getMaxViewportHeight(): Int
        open fun getMaxViewportWidth(): Int
        open fun getMinAliasedLineWidth(): Int
        open fun getMinAliasedPointSize(): Int
        @NonNull open fun getRenderer(): String
        @NonNull open fun getVendor(): String
        @NonNull open fun getVersion(): String
        open fun toString(): String
        open class UnsupportedCapabilityException : Exception
          Module Contents UnsupportedCapabilityException()
          UnsupportedCapabilityException(detailMessage: String!)
          UnsupportedCapabilityException(detailMessage: String!, throwable: Throwable!)
          UnsupportedCapabilityException(throwable: Throwable!)
        open fun verifyExtension(@NonNull extension: String): Unit
      open class Capabilities
        Module Contents open static fun getEGLMajorVersion(): Int
        open static fun getEGLMinorVersion(): Int
        @NonNull open fun getExtensions(): Array<String!>
        open static fun getGLESMajorVersion(): Int
        @NonNull open static fun getInstance(): Capabilities
        open fun getMaxAliasedLineWidth(): Int
        open fun getMaxAliasedPointSize(): Int
        open fun getMaxCombinedTextureUnits(): Int
        open fun getMaxCubeMapTextureSize(): Int
        open fun getMaxFragmentUniformVectors(): Int
        open fun getMaxRenderbufferSize(): Int
        open fun getMaxTextureImageUnits(): Int
        open fun getMaxTextureSize(): Int
        open fun getMaxVaryingVectors(): Int
        open fun getMaxVertexAttribs(): Int
        open fun getMaxVertexTextureImageUnits(): Int
        open fun getMaxVertexUniformVectors(): Int
        open fun getMaxViewportHeight(): Int
        open fun getMaxViewportWidth(): Int
        open fun getMinAliasedLineWidth(): Int
        open fun getMinAliasedPointSize(): Int
        @NonNull open fun getRenderer(): String
        @NonNull open fun getVendor(): String
        @NonNull open fun getVersion(): String
        open fun toString(): String
        open class UnsupportedCapabilityException : Exception
          Module Contents UnsupportedCapabilityException()
          UnsupportedCapabilityException(detailMessage: String!)
          UnsupportedCapabilityException(detailMessage: String!, throwable: Throwable!)
          UnsupportedCapabilityException(throwable: Throwable!)
        open fun verifyExtension(@NonNull extension: String): Unit
      open class GLU
        Module Contents GLU()
        open static fun gluErrorString(error: Int): String!
        open static fun gluLookAt(gl: GL10!, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun gluOrtho2D(gl: GL10!, left: Double, right: Double, bottom: Double, top: Double): Unit
        open static fun gluPerspective(gl: GL10!, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, win: DoubleArray!, winOffset: Int): Int
        open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, obj: DoubleArray!, objOffset: Int): Int
      open class GLU
        Module Contents GLU()
        open static fun gluErrorString(error: Int): String!
        open static fun gluLookAt(gl: GL10!, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun gluOrtho2D(gl: GL10!, left: Double, right: Double, bottom: Double, top: Double): Unit
        open static fun gluPerspective(gl: GL10!, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, win: DoubleArray!, winOffset: Int): Int
        open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, obj: DoubleArray!, objOffset: Int): Int
      class Intersector
        Module Contents Intersector()
        static fun intersectRayPlane(rayStart: Vector3!, rayEnd: Vector3!, plane: Plane!, hitPoint: Vector3!): Boolean
        static fun intersectRaySphere(rayStart: Vector3!, rayEnd: Vector3!, sphereCenter: Vector3!, sphereRadius: Double, hitPoint: Vector3!): Boolean
        static fun intersectRayTriangle(rayStart: Vector3!, rayEnd: Vector3!, t1: Vector3!, t2: Vector3!, t3: Vector3!, hitPoint: Vector3!): Boolean
      class Intersector
        Module Contents Intersector()
        static fun intersectRayPlane(rayStart: Vector3!, rayEnd: Vector3!, plane: Plane!, hitPoint: Vector3!): Boolean
        static fun intersectRaySphere(rayStart: Vector3!, rayEnd: Vector3!, sphereCenter: Vector3!, sphereRadius: Double, hitPoint: Vector3!): Boolean
        static fun intersectRayTriangle(rayStart: Vector3!, rayEnd: Vector3!, t1: Vector3!, t2: Vector3!, t3: Vector3!, hitPoint: Vector3!): Boolean
      interface IObjectPicker
        Module Contents abstract fun getObjectAt(x: Float, y: Float): Unit
        abstract fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
      interface IObjectPicker
        Module Contents abstract fun getObjectAt(x: Float, y: Float): Unit
        abstract fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
      open class LittleEndianDataInputStream : InputStream, DataInput
        Module Contents LittleEndianDataInputStream(in: InputStream!)
        open fun available(): Int
        fun close(): Unit
        protected val d: DataInputStream!
        open fun getPosition(): Long
        protected val in: InputStream!
        protected var mPosition: Long
        fun read(b: ByteArray!, off: Int, len: Int): Int
        open fun read(): Int
        fun readBoolean(): Boolean
        fun readByte(): Byte
        fun readChar(): Char
        fun readDouble(): Double
        fun readFloat(): Float
        fun readFully(b: ByteArray!): Unit
        fun readFully(b: ByteArray!, off: Int, len: Int): Unit
        fun readInt(): Int
        fun readLine(): String!
        fun readLong(): Long
        fun readShort(): Short
        open fun readString(length: Int): String!
        fun readUnsignedByte(): Int
        fun readUnsignedInt(): Long
        fun readUnsignedShort(): Int
        fun readUTF(): String!
        fun skip(n: Int): Long
        fun skip(n: Long): Long
        fun skipBytes(n: Int): Int
        protected val w: ByteArray!
      open class LittleEndianDataInputStream : InputStream, DataInput
        Module Contents LittleEndianDataInputStream(in: InputStream!)
        open fun available(): Int
        fun close(): Unit
        protected val d: DataInputStream!
        open fun getPosition(): Long
        protected val in: InputStream!
        protected var mPosition: Long
        fun read(b: ByteArray!, off: Int, len: Int): Int
        open fun read(): Int
        fun readBoolean(): Boolean
        fun readByte(): Byte
        fun readChar(): Char
        fun readDouble(): Double
        fun readFloat(): Float
        fun readFully(b: ByteArray!): Unit
        fun readFully(b: ByteArray!, off: Int, len: Int): Unit
        fun readInt(): Int
        fun readLine(): String!
        fun readLong(): Long
        fun readShort(): Short
        open fun readString(length: Int): String!
        fun readUnsignedByte(): Int
        fun readUnsignedInt(): Long
        fun readUnsignedShort(): Int
        fun readUTF(): String!
        fun skip(n: Int): Long
        fun skip(n: Long): Long
        fun skipBytes(n: Int): Int
        protected val w: ByteArray!
      open class LittleEndianOutputStream : FilterOutputStream
        Module Contents LittleEndianOutputStream(out: OutputStream!)
        open fun size(): Int
        open fun write(b: Int): Unit
        open fun write(data: ByteArray!, offset: Int, length: Int): Unit
        open fun writeBoolean(b: Boolean): Unit
        open fun writeByte(b: Int): Unit
        open fun writeBytes(s: String!): Unit
        open fun writeChar(c: Int): Unit
        open fun writeChars(s: String!): Unit
        fun writeDouble(d: Double): Unit
        fun writeFloat(f: Float): Unit
        open fun writeInt(i: Int): Unit
        open fun writeLong(l: Long): Unit
        open fun writeShort(s: Int): Unit
        open fun writeUTF(s: String!): Unit
        protected var written: Int
      open class LittleEndianOutputStream : FilterOutputStream
        Module Contents LittleEndianOutputStream(out: OutputStream!)
        open fun size(): Int
        open fun write(b: Int): Unit
        open fun write(data: ByteArray!, offset: Int, length: Int): Unit
        open fun writeBoolean(b: Boolean): Unit
        open fun writeByte(b: Int): Unit
        open fun writeBytes(s: String!): Unit
        open fun writeChar(c: Int): Unit
        open fun writeChars(s: String!): Unit
        fun writeDouble(d: Double): Unit
        fun writeFloat(f: Float): Unit
        open fun writeInt(i: Int): Unit
        open fun writeLong(l: Long): Unit
        open fun writeShort(s: Int): Unit
        open fun writeUTF(s: String!): Unit
        protected var written: Int
      open class ObjectColorPicker : IObjectPicker
        Module Contents ObjectColorPicker(renderer: Renderer!)
        open class ColorPickerInfo
          Module Contents ColorPickerInfo(x: Float, y: Float, picker: ObjectColorPicker!)
          open fun getPicker(): ObjectColorPicker!
          open fun getX(): Int
          open fun getY(): Int
        open fun getMaterial(): Material!
        open fun getObjectAt(x: Float, y: Float): Unit
        open fun getRenderTarget(): RenderTarget!
        open fun initialize(): Unit
        class ObjectColorPickerException : Exception
          Module Contents ObjectColorPickerException()
          ObjectColorPickerException(msg: String!)
          ObjectColorPickerException(throwable: Throwable!)
          ObjectColorPickerException(msg: String!, throwable: Throwable!)
        open static fun pickObject(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
        open fun registerObject(object: Object3D!): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
        open fun unregisterObject(object: Object3D!): Unit
      open class ObjectColorPicker : IObjectPicker
        Module Contents ObjectColorPicker(renderer: Renderer!)
        open class ColorPickerInfo
          Module Contents ColorPickerInfo(x: Float, y: Float, picker: ObjectColorPicker!)
          open fun getPicker(): ObjectColorPicker!
          open fun getX(): Int
          open fun getY(): Int
        open fun getMaterial(): Material!
        open fun getObjectAt(x: Float, y: Float): Unit
        open fun getRenderTarget(): RenderTarget!
        open fun initialize(): Unit
        class ObjectColorPickerException : Exception
          Module Contents ObjectColorPickerException()
          ObjectColorPickerException(msg: String!)
          ObjectColorPickerException(throwable: Throwable!)
          ObjectColorPickerException(msg: String!, throwable: Throwable!)
        open static fun pickObject(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
        open fun registerObject(object: Object3D!): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
        open fun unregisterObject(object: Object3D!): Unit
      interface OnFPSUpdateListener
        Module Contents abstract fun onFPSUpdate(fps: Double): Unit
      interface OnFPSUpdateListener
        Module Contents abstract fun onFPSUpdate(fps: Double): Unit
      interface OnObjectPickedListener
        Module Contents abstract fun onNoObjectPicked(): Unit
        abstract fun onObjectPicked(@NonNull object: Object3D): Unit
      interface OnObjectPickedListener
        Module Contents abstract fun onNoObjectPicked(): Unit
        abstract fun onObjectPicked(@NonNull object: Object3D): Unit
      class RajLog
        Module Contents RajLog()
        static fun checkGLError(message: String!): Unit
        static fun d(msg: String!): Unit
        static fun e(msg: String!): Unit
        static fun getDeviceMemoryCharacteristics(context: Context!): Unit
        static fun i(msg: String!): Unit
        static fun isDebugEnabled(): Boolean
        static fun setDebugEnabled(flag: Boolean): Unit
        static fun systemInformation(): Unit
        static val TAG: String
        static fun v(msg: String!): Unit
        static fun w(msg: String!): Unit
      class RajLog
        Module Contents RajLog()
        static fun checkGLError(message: String!): Unit
        static fun d(msg: String!): Unit
        static fun e(msg: String!): Unit
        static fun getDeviceMemoryCharacteristics(context: Context!): Unit
        static fun i(msg: String!): Unit
        static fun isDebugEnabled(): Boolean
        static fun setDebugEnabled(flag: Boolean): Unit
        static fun systemInformation(): Unit
        static val TAG: String
        static fun v(msg: String!): Unit
        static fun w(msg: String!): Unit
      class RawShaderLoader
        Module Contents RawShaderLoader()
        static fun fetch(resID: Int): String!
        static var mContext: WeakReference<Context!>!
      class RawShaderLoader
        Module Contents RawShaderLoader()
        static fun fetch(resID: Int): String!
        static var mContext: WeakReference<Context!>!
      open class RayPicker : IObjectPicker
        Module Contents RayPicker(renderer: Renderer!)
        open fun getObjectAt(screenX: Float, screenY: Float): Unit
        open fun getObjectAt(position: PointF!): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
      open class RayPicker : IObjectPicker
        Module Contents RayPicker(renderer: Renderer!)
        open fun getObjectAt(screenX: Float, screenY: Float): Unit
        open fun getObjectAt(position: PointF!): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener!): Unit
      open class ScreenGrab
        Module Contents ScreenGrab()
        open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap!
        open static fun saveAsImage(width: Int, height: Int, path: String!): Unit
        open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String!, compressFormat: CompressFormat!, quality: Int): Unit
      open class ScreenGrab
        Module Contents ScreenGrab()
        open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap!
        open static fun saveAsImage(width: Int, height: Int, path: String!): Unit
        open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String!, compressFormat: CompressFormat!, quality: Int): Unit
    package org.rajawali3d.util.egl
      Module Contents open class RajawaliEGLConfigChooser : IRajawaliEglConfigChooser
        Module Contents RajawaliEGLConfigChooser(glMajorVersion: Int, antiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG, sampleCount: Int, bitsRed: Int, bitsGreen: Int, bitsBlue: Int, bitsAlpha: Int, bitsDepth: Int)
        val antiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG
        open fun chooseConfig(egl: EGL10, display: EGLDisplay): EGLConfig?
        open fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
        const val EGL_OPENGL_ES2_BIT: Int
        const val EGL_OPENGL_ES3_BIT_KHR: Int
      data class ResultConfigChooser
        Module Contents ResultConfigChooser(configGL: EGLConfig?, error: String? = null)
        val configGL: EGLConfig?
        val error: String?
    package org.rajawali3d.view
      Module Contents abstract class Daydream : DreamService, IDisplay
        Module Contents Daydream()
        protected var mLayout: FrameLayout!
        protected var mSurfaceView: SurfaceView!
        open fun onAttachedToWindow(): Unit
        open fun onDetachedFromWindow(): Unit
        open fun onDreamingStarted(): Unit
        open fun onDreamingStopped(): Unit
        protected open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        protected open fun setRenderer(renderer: ISurfaceRenderer!): Unit
      abstract class Daydream : DreamService, IDisplay
        Module Contents Daydream()
        protected var mLayout: FrameLayout!
        protected var mSurfaceView: SurfaceView!
        open fun onAttachedToWindow(): Unit
        open fun onDetachedFromWindow(): Unit
        open fun onDreamingStarted(): Unit
        open fun onDreamingStopped(): Unit
        protected open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        protected open fun setRenderer(renderer: ISurfaceRenderer!): Unit
      interface IDisplay
        Module Contents abstract fun createRenderer(): ISurfaceRenderer!
      interface IDisplay
        Module Contents abstract fun createRenderer(): ISurfaceRenderer!
      interface IRajawaliEglConfigChooser : EGLConfigChooser
        Module Contents abstract fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
      interface ISurface
        Module Contents class ANTI_ALIASING_CONFIG
          Module Contents COVERAGE
          static fun fromInteger(i: Int): ISurface.ANTI_ALIASING_CONFIG!
          MULTISAMPLING
          NONE
        abstract fun getRenderMode(): Int
        static val RENDERMODE_CONTINUOUSLY: Int
        static val RENDERMODE_WHEN_DIRTY: Int
        abstract fun requestRenderUpdate(): Unit
        abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderMode(mode: Int): Unit
        abstract fun setSampleCount(count: Int): Unit
        abstract fun setSurfaceRenderer(renderer: ISurfaceRenderer!): Unit
      interface ISurface
        Module Contents class ANTI_ALIASING_CONFIG
          Module Contents COVERAGE
          static fun fromInteger(i: Int): ISurface.ANTI_ALIASING_CONFIG!
          MULTISAMPLING
          NONE
        abstract fun getRenderMode(): Int
        static val RENDERMODE_CONTINUOUSLY: Int
        static val RENDERMODE_WHEN_DIRTY: Int
        abstract fun requestRenderUpdate(): Unit
        abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderMode(mode: Int): Unit
        abstract fun setSampleCount(count: Int): Unit
        abstract fun setSurfaceRenderer(renderer: ISurfaceRenderer!): Unit
      open class SurfaceView : GLSurfaceView, ISurface
        Module Contents SurfaceView(context: Context!)
        SurfaceView(context: Context!, attrs: AttributeSet!)
        open fun getRenderMode(): Int
        protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
        protected var mBitsAlpha: Int
        protected var mBitsBlue: Int
        protected var mBitsDepth: Int
        protected var mBitsGreen: Int
        protected var mBitsRed: Int
        protected var mFrameRate: Double
        protected var mIsTransparent: Boolean
        protected var mMultiSampleCount: Int
        protected var mRendererDelegate: RendererDelegate!
        protected var mRenderMode: Int
        protected open fun onAttachedToWindow(): Unit
        protected open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun onVisibilityChanged(changedView: View!, visibility: Int): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer!): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
      open class SurfaceView : GLSurfaceView, ISurface
        Module Contents SurfaceView(context: Context!)
        SurfaceView(context: Context!, attrs: AttributeSet!)
        open fun getRenderMode(): Int
        protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
        protected var mBitsAlpha: Int
        protected var mBitsBlue: Int
        protected var mBitsDepth: Int
        protected var mBitsGreen: Int
        protected var mBitsRed: Int
        protected var mFrameRate: Double
        protected var mIsTransparent: Boolean
        protected var mMultiSampleCount: Int
        protected var mRendererDelegate: RendererDelegate!
        protected var mRenderMode: Int
        protected open fun onAttachedToWindow(): Unit
        protected open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun onVisibilityChanged(changedView: View!, visibility: Int): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer!): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
      open class TextureView : TextureView, ISurface
        Module Contents TextureView(context: Context, attrs: AttributeSet? = null, defStyleAttr: Int = 0)
        protected var antiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG
        abstract class BaseConfigChooser : IRajawaliEglConfigChooser
          Module Contents BaseConfigChooser(textureView: TextureView, requestedConfigSpec: IntArray)
          open fun chooseConfig(egl: EGL10, display: EGLDisplay): EGLConfig
          protected val textureView: TextureView
        protected var bitsAlpha: Int
        protected var bitsBlue: Int
        protected var bitsDepth: Int
        protected var bitsGreen: Int
        protected var bitsRed: Int
        open class ComponentSizeChooser : TextureView.BaseConfigChooser
          Module Contents ComponentSizeChooser(redSize: Int, greenSize: Int, blueSize: Int, alphaSize: Int, depthSize: Int, stencilSize: Int, textureView: TextureView)
          protected var alphaSize: Int
          protected var blueSize: Int
          open fun chooseConfig(egl: EGL10, display: EGLDisplay, configs: Array<EGLConfig>): EGLConfig?
          open fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
          protected var depthSize: Int
          protected var greenSize: Int
          protected var redSize: Int
          protected var stencilSize: Int
        protected open fun finalize(): Unit
        protected var frameRateTexture: Double
        open fun getRenderMode(): Int
        protected var mRenderMode: Int
        protected var multiSampleCount: Int
        protected open fun onAttachedToWindow(): Unit
        protected open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun onVisibilityChanged(changedView: View, visibility: Int): Unit
        var preserveEGLContextOnPause: Boolean
        open fun queueEvent(runnable: Runnable): Unit
        protected var rendererDelegate: TextureView.RendererDelegate?
        protected class RendererDelegate : SurfaceTextureListener
          Module Contents RendererDelegate(renderer: ISurfaceRenderer, rajawaliTextureView: TextureView)
          fun onSurfaceTextureAvailable(surface: SurfaceTexture, width: Int, height: Int): Unit
          fun onSurfaceTextureDestroyed(surface: SurfaceTexture): Boolean
          fun onSurfaceTextureSizeChanged(surface: SurfaceTexture, width: Int, height: Int): Unit
          fun onSurfaceTextureUpdated(surface: SurfaceTexture): Unit
        protected var renderModeInternal: Int
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG): Unit
        open fun setEGLConfigChooser(configChooser: IRajawaliEglConfigChooser): Unit
        open fun setEGLConfigChooser(redSize: Int, greenSize: Int, blueSize: Int, alphaSize: Int, depthSize: Int, stencilSize: Int): Unit
        open fun setEGLContextClientVersion(version: Int): Unit
        open fun setEGLContextFactory(factory: EGLContextFactory): Unit
        open fun setEGLWindowSurfaceFactory(factory: EGLWindowSurfaceFactory): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
    package org.rajawali3d.visitors
      Module Contents interface INode
        Module Contents abstract fun accept(visitor: INodeVisitor!): Unit
      interface INode
        Module Contents abstract fun accept(visitor: INodeVisitor!): Unit
      interface INodeVisitor
        Module Contents abstract fun apply(node: INode!): Unit
      interface INodeVisitor
        Module Contents abstract fun apply(node: INode!): Unit
      open class RayPickingVisitor : INodeVisitor
        Module Contents RayPickingVisitor(rayStart: Vector3!, rayEnd: Vector3!)
        open fun apply(node: INode!): Unit
        open fun getPickedObject(): Object3D!
      open class RayPickingVisitor : INodeVisitor
        Module Contents RayPickingVisitor(rayStart: Vector3!, rayEnd: Vector3!)
        open fun apply(node: INode!): Unit
        open fun getPickedObject(): Object3D!
    package org.rajawali3d.vr
      Module Contents open class VRActivity : CardboardActivity
        Module Contents VRActivity()
        open fun getSurfaceView(): CardboardView!
        open fun onCreate(savedInstanceState: Bundle!): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun setRenderer(renderer: VRRenderer!): Unit
    package org.rajawali3d.vr.materials
      Module Contents open class HotspotMaterial : Material
        Module Contents HotspotMaterial(useTexture: Boolean)
        HotspotMaterial(useTexture: Boolean, discardAlpha: Boolean)
        open fun getProgress(): Float
        open fun setBorderThickness(borderThickness: Float): Unit
        open fun setCircleCenter(center: Vector2!): Unit
        open fun setCircleRadius(circleRadius: Float): Unit
        open fun setProgress(progress: Float): Unit
        open fun setProgressColor(color: Int): Unit
        open fun setTextureRotationSpeed(textureRotationSpeed: Float): Unit
        open fun setTrackColor(color: Int): Unit
    package org.rajawali3d.vr.materials.shaders
      Module Contents open class HotspotFragmentShader : FragmentShader
        Module Contents HotspotFragmentShader(useTexture: Boolean)
        HotspotFragmentShader(useTexture: Boolean, discardalpha: Boolean)
        open fun applyParams(): Unit
        open fun getProgress(): Float
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setBorderThickness(borderThickness: Float): Unit
        open fun setCircleCenter(center: Vector2!): Unit
        open fun setCircleRadius(circleRadius: Float): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setProgress(progress: Float): Unit
        open fun setProgressColor(color: Int): Unit
        open fun setTextureRotationSpeed(textureRotationSpeed: Float): Unit
        open fun setTrackColor(color: Int): Unit
    package org.rajawali3d.vr.renderer
      Module Contents abstract class VRRenderer : Renderer, StereoRenderer
        Module Contents VRRenderer(context: Context!)
        open fun isLookingAtObject(target: Object3D!): Boolean
        open fun isLookingAtObject(target: Object3D!, maxAngle: Float): Boolean
        protected var mCameraPosition: Vector3!
        protected var mCurrentEyeMatrix: Matrix4!
        protected var mCurrentEyeOrientation: Quaternion!
        protected var mHeadViewMatrix: Matrix4!
        protected var mHeadViewQuaternion: Quaternion!
        open fun onDrawEye(eye: Eye!): Unit
        open fun onFinishFrame(viewport: Viewport!): Unit
        open fun onNewFrame(headTransform: HeadTransform!): Unit
        open fun onRendererShutdown(): Unit
        open fun onSurfaceChanged(width: Int, height: Int): Unit
        open fun onSurfaceCreated(eglConfig: EGLConfig!): Unit
    package org.rajawali3d.vr.surface
      Module Contents open class VRSurfaceView : CardboardView, ISurface
        Module Contents VRSurfaceView(context: Context!)
        VRSurfaceView(context: Context!, attrs: AttributeSet!)
        open fun getRenderMode(): Int
        protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
        protected var mBitsAlpha: Int
        protected var mBitsBlue: Int
        protected var mBitsDepth: Int
        protected var mBitsGreen: Int
        protected var mBitsRed: Int
        protected var mFrameRate: Double
        protected var mIsTransparent: Boolean
        protected var mMultiSampleCount: Int
        protected var mRendererDelegate: RendererDelegate!
        protected var mRenderMode: Int
        protected open fun onAttachedToWindow(): Unit
        open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun onVisibilityChanged(changedView: View!, visibility: Int): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer!): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
    package org.rajawali3d.wallpaper
      Module Contents abstract class Wallpaper : WallpaperService
        Module Contents Wallpaper()
        protected open class WallpaperEngine : Engine
          Module Contents WallpaperEngine(context: Context!, renderer: ISurfaceRenderer!)
          WallpaperEngine(context: Context!, renderer: ISurfaceRenderer!, antiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!)
          open fun enableDefaultXOffsetInPreview(): Boolean
          protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
          protected var mContext: Context!
          protected var mDefaultPreviewOffsetX: Float
          protected var mRenderer: ISurfaceRenderer!
          protected var mSurfaceView: WallpaperSurfaceView!
          open fun onCreate(holder: SurfaceHolder!): Unit
          open fun onDestroy(): Unit
          open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
          open fun onSurfaceDestroyed(holder: SurfaceHolder!): Unit
          open fun onTouchEvent(event: MotionEvent!): Unit
          open fun onVisibilityChanged(visible: Boolean): Unit
          open fun setOffsetNotificationsEnabled(enabled: Boolean): Unit
      abstract class Wallpaper : WallpaperService
        Module Contents Wallpaper()
        protected open class WallpaperEngine : Engine
          Module Contents WallpaperEngine(context: Context!, renderer: ISurfaceRenderer!)
          WallpaperEngine(context: Context!, renderer: ISurfaceRenderer!, antiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!)
          open fun enableDefaultXOffsetInPreview(): Boolean
          protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
          protected var mContext: Context!
          protected var mDefaultPreviewOffsetX: Float
          protected var mRenderer: ISurfaceRenderer!
          protected var mSurfaceView: WallpaperSurfaceView!
          open fun onCreate(holder: SurfaceHolder!): Unit
          open fun onDestroy(): Unit
          open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
          open fun onSurfaceDestroyed(holder: SurfaceHolder!): Unit
          open fun onTouchEvent(event: MotionEvent!): Unit
          open fun onVisibilityChanged(visible: Boolean): Unit
          open fun setOffsetNotificationsEnabled(enabled: Boolean): Unit
    package org.rajawali3d.wear
      Module Contents open class EmptyGL10 : GL10
        Module Contents EmptyGL10()
        open fun glActiveTexture(texture: Int): Unit
        open fun glAlphaFunc(func: Int, ref: Float): Unit
        open fun glAlphaFuncx(func: Int, ref: Int): Unit
        open fun glBindTexture(target: Int, texture: Int): Unit
        open fun glBlendFunc(sfactor: Int, dfactor: Int): Unit
        open fun glClear(mask: Int): Unit
        open fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Unit
        open fun glClearDepthf(depth: Float): Unit
        open fun glClearDepthx(depth: Int): Unit
        open fun glClearStencil(s: Int): Unit
        open fun glClientActiveTexture(texture: Int): Unit
        open fun glColor4f(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Unit
        open fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
        open fun glColorPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
        open fun glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer!): Unit
        open fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer!): Unit
        open fun glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
        open fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
        open fun glCullFace(mode: Int): Unit
        open fun glDeleteTextures(n: Int, textures: IntArray!, offset: Int): Unit
        open fun glDeleteTextures(n: Int, textures: IntBuffer!): Unit
        open fun glDepthFunc(func: Int): Unit
        open fun glDepthMask(flag: Boolean): Unit
        open fun glDepthRangef(zNear: Float, zFar: Float): Unit
        open fun glDepthRangex(zNear: Int, zFar: Int): Unit
        open fun glDisable(cap: Int): Unit
        open fun glDisableClientState(array: Int): Unit
        open fun glDrawArrays(mode: Int, first: Int, count: Int): Unit
        open fun glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer!): Unit
        open fun glEnable(cap: Int): Unit
        open fun glEnableClientState(array: Int): Unit
        open fun glFinish(): Unit
        open fun glFlush(): Unit
        open fun glFogf(pname: Int, param: Float): Unit
        open fun glFogfv(pname: Int, params: FloatArray!, offset: Int): Unit
        open fun glFogfv(pname: Int, params: FloatBuffer!): Unit
        open fun glFogx(pname: Int, param: Int): Unit
        open fun glFogxv(pname: Int, params: IntArray!, offset: Int): Unit
        open fun glFogxv(pname: Int, params: IntBuffer!): Unit
        open fun glFrontFace(mode: Int): Unit
        open fun glFrustumf(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
        open fun glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
        open fun glGenTextures(n: Int, textures: IntArray!, offset: Int): Unit
        open fun glGenTextures(n: Int, textures: IntBuffer!): Unit
        open fun glGetError(): Int
        open fun glGetIntegerv(pname: Int, params: IntArray!, offset: Int): Unit
        open fun glGetIntegerv(pname: Int, params: IntBuffer!): Unit
        open fun glGetString(name: Int): String!
        open fun glHint(target: Int, mode: Int): Unit
        open fun glLightf(light: Int, pname: Int, param: Float): Unit
        open fun glLightfv(light: Int, pname: Int, params: FloatArray!, offset: Int): Unit
        open fun glLightfv(light: Int, pname: Int, params: FloatBuffer!): Unit
        open fun glLightModelf(pname: Int, param: Float): Unit
        open fun glLightModelfv(pname: Int, params: FloatArray!, offset: Int): Unit
        open fun glLightModelfv(pname: Int, params: FloatBuffer!): Unit
        open fun glLightModelx(pname: Int, param: Int): Unit
        open fun glLightModelxv(pname: Int, params: IntArray!, offset: Int): Unit
        open fun glLightModelxv(pname: Int, params: IntBuffer!): Unit
        open fun glLightx(light: Int, pname: Int, param: Int): Unit
        open fun glLightxv(light: Int, pname: Int, params: IntArray!, offset: Int): Unit
        open fun glLightxv(light: Int, pname: Int, params: IntBuffer!): Unit
        open fun glLineWidth(width: Float): Unit
        open fun glLineWidthx(width: Int): Unit
        open fun glLoadIdentity(): Unit
        open fun glLoadMatrixf(m: FloatArray!, offset: Int): Unit
        open fun glLoadMatrixf(m: FloatBuffer!): Unit
        open fun glLoadMatrixx(m: IntArray!, offset: Int): Unit
        open fun glLoadMatrixx(m: IntBuffer!): Unit
        open fun glLogicOp(opcode: Int): Unit
        open fun glMaterialf(face: Int, pname: Int, param: Float): Unit
        open fun glMaterialfv(face: Int, pname: Int, params: FloatArray!, offset: Int): Unit
        open fun glMaterialfv(face: Int, pname: Int, params: FloatBuffer!): Unit
        open fun glMaterialx(face: Int, pname: Int, param: Int): Unit
        open fun glMaterialxv(face: Int, pname: Int, params: IntArray!, offset: Int): Unit
        open fun glMaterialxv(face: Int, pname: Int, params: IntBuffer!): Unit
        open fun glMatrixMode(mode: Int): Unit
        open fun glMultiTexCoord4f(target: Int, s: Float, t: Float, r: Float, q: Float): Unit
        open fun glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Unit
        open fun glMultMatrixf(m: FloatArray!, offset: Int): Unit
        open fun glMultMatrixf(m: FloatBuffer!): Unit
        open fun glMultMatrixx(m: IntArray!, offset: Int): Unit
        open fun glMultMatrixx(m: IntBuffer!): Unit
        open fun glNormal3f(nx: Float, ny: Float, nz: Float): Unit
        open fun glNormal3x(nx: Int, ny: Int, nz: Int): Unit
        open fun glNormalPointer(type: Int, stride: Int, pointer: Buffer!): Unit
        open fun glOrthof(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
        open fun glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
        open fun glPixelStorei(pname: Int, param: Int): Unit
        open fun glPointSize(size: Float): Unit
        open fun glPointSizex(size: Int): Unit
        open fun glPolygonOffset(factor: Float, units: Float): Unit
        open fun glPolygonOffsetx(factor: Int, units: Int): Unit
        open fun glPopMatrix(): Unit
        open fun glPushMatrix(): Unit
        open fun glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit
        open fun glRotatef(angle: Float, x: Float, y: Float, z: Float): Unit
        open fun glRotatex(angle: Int, x: Int, y: Int, z: Int): Unit
        open fun glSampleCoverage(value: Float, invert: Boolean): Unit
        open fun glSampleCoveragex(value: Int, invert: Boolean): Unit
        open fun glScalef(x: Float, y: Float, z: Float): Unit
        open fun glScalex(x: Int, y: Int, z: Int): Unit
        open fun glScissor(x: Int, y: Int, width: Int, height: Int): Unit
        open fun glShadeModel(mode: Int): Unit
        open fun glStencilFunc(func: Int, ref: Int, mask: Int): Unit
        open fun glStencilMask(mask: Int): Unit
        open fun glStencilOp(fail: Int, zfail: Int, zpass: Int): Unit
        open fun glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
        open fun glTexEnvf(target: Int, pname: Int, param: Float): Unit
        open fun glTexEnvfv(target: Int, pname: Int, params: FloatArray!, offset: Int): Unit
        open fun glTexEnvfv(target: Int, pname: Int, params: FloatBuffer!): Unit
        open fun glTexEnvx(target: Int, pname: Int, param: Int): Unit
        open fun glTexEnvxv(target: Int, pname: Int, params: IntArray!, offset: Int): Unit
        open fun glTexEnvxv(target: Int, pname: Int, params: IntBuffer!): Unit
        open fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer!): Unit
        open fun glTexParameterf(target: Int, pname: Int, param: Float): Unit
        open fun glTexParameterx(target: Int, pname: Int, param: Int): Unit
        open fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit
        open fun glTranslatef(x: Float, y: Float, z: Float): Unit
        open fun glTranslatex(x: Int, y: Int, z: Int): Unit
        open fun glVertexPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
        open fun glViewport(x: Int, y: Int, width: Int, height: Int): Unit
      abstract class WatchFaceService : Gles2WatchFaceService
        Module Contents WatchFaceService()
        protected abstract fun getWatchEngine(): Engine!
        fun onCreateEngine(): Engine!
        protected abstract class WatchEngine : Engine
          Module Contents protected WatchEngine()
          protected abstract fun getRenderer(): WatchRenderer!
          protected abstract fun getWatchFaceStyle(): WatchFaceStyle!
          open fun onCreate(surfaceHolder: SurfaceHolder!): Unit
          open fun onDestroy(): Unit
          open fun onDraw(): Unit
          open fun onGlContextCreated(): Unit
          open fun onGlSurfaceCreated(width: Int, height: Int): Unit
          open fun onVisibilityChanged(visible: Boolean): Unit
      abstract class WatchRenderer : Renderer
        Module Contents WatchRenderer(context: Context!)
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        open fun onTouchEvent(event: MotionEvent!): Unit
      abstract class WearActivity : WearableActivity
        Module Contents WearActivity()
        protected abstract fun createEglConfigChooser(): RajawaliEGLConfigChooser!
        protected open fun getAntiAliasingConfig(): ISurface.ANTI_ALIASING_CONFIG!
        protected open fun getRenderer(): ISurfaceRenderer!
        protected open fun getTargetGLVersion(): Int
        protected open fun onCreate(savedInstanceState: Bundle!): Unit
        open fun onEnterAmbient(ambientDetails: Bundle!): Unit
        open fun onExitAmbient(): Unit
        open fun onUpdateAmbient(): Unit
        protected var renderer: ISurfaceRenderer!
        protected open fun setRenderer(renderer: ISurfaceRenderer!): Unit
        protected abstract fun updateDisplayAmbient(): Unit
        protected abstract fun updateDisplayNormal(): Unit